Constructing The Ideal Computer Gome
COMPUTE!
The Leading Magazine Of Home, Educational, And Recreational Computing
Special Games Issue
$2.50
July
1983
Issue 38
Vol. 5, No, 7
£1.85 UK Sa25 Canada
63J79
ISSN 0194-357X
Some Of The Finest
Games Ever For
VIC-20, 64, Atari, And
Other Computers: ,
Roadblock, ih
Castfe Quest,
Goblins, And More!
Circles: A—^
Machine Language ;:s?'
Tutorial For Atari '
Backing Up Your^
VIC-20 And 64 Disks
REM Revealed:
A Tutorial For
PET, ViC-20, And
PLUS:
Build Your Own
Data Manager, Star
On The Radio Shack
Color Computer,
Gold Miner Game F
The TI-99/4A
0 7
^74470"633?9"
Major Feature:
New Products At The
OMDEX
Dealer Show
BUY A BAHAMA.
SAVE A BUNCH.
MORE TO COME.
-r-.
Leading Edse Products, (nc, 225 Turnpike StreH Canton; Massachusetts 02021.
CaW: toll-free V800-343 6833. or in Massachusetts call collect (617) 828-8150 Telex 951 624
FOR YOUR COMMODORE WORDPROCESSING NEEDS
INVEST IN THE BEST
i
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Software .^.^,^^,0:
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When choosing a Word Processor for your Commodore" computer, there's
no reason to settle for anything but the best — in a word. , .WordPro"*.
With over 30,000 happy clients churning out letters and documents all over
the world, the WordPro Pius'" Series is unquestionably the #1 selling soft-
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you know you're investing in a trial-tested program that's a real winner. And
WordPro is NOW available for your Commodore 64™ computer— at prices
starting as low as $89.95.
Designed for the user who has no computer or word processing experience
whatsoever, WordPro Plus brings a new dimension to the term "user-
friendly." More than just easy to use. WordPro will turn your Commodore
computer into a sophisticated time saving word processing tool — loaded
with the same inventory of features found in systems costing much, much
more.
Our nationwide team of over 600 Professional Software/Commodore com-
puter dealers will help you choose the WordPro Plus system that is best for
your needs. Our full-service dealers have been set up to provide strong
customer support, fn addition to helping you choose the right system, many
Professional Software dealers also offer WordPro Plus training and system
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Professional Software offers a complete spectrum of WordPro word process-
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aliens^Dur Kids can
reasQii^^
instead of destim
This year, thousands of kids will be
searching for the most amazing thing
At5pinnaKer, we don't believe in the
"hill or be Killed" concept behind most
connputer games. In fact we believe
computer games should be instruc-
tive, riot destructive. Butjustas
importantly, they should be fun.
That's why Ih 5EARCh OF THE MOST
AMAZIMQ TMIhQ'^is designed to let your
Kids negotiate with aliens instead of destroy-
^0 ing them. Because given the opportunity
im^ Kids enjoy using their minds.
It's Amazingly Fun.
The host Amazing Thing is out there
^somewhere. Finding it won't be easy
But relax, your Kids will have the
I help of their old uncle 5moKe Bailey
He'll give them a B-liner (sort of a
cross between a hot air balloon
- and a dune buggy) to use on their
journey They'll have to learn how to
fly the B-liner and navigate It through
storms and fog. But before they do
anything, your kids will have to talK to Old
5moKe. he'll tell them about the Hire People
and the strange language that they speak he'll
also tell them to avoid the dangerous Mire
Crabs and how to get fuel for the B-liner
Your Kids will visit the Metallican Auction
where they'll trade with the aliens for valuable
chips. Your Kids will then use these chips to buy
things they'll need for their trip. And your Kids
will learn how to fly over the planet using their
jet pacK.
The Most Amazing Thing
holds great powers, but it wi
take great sKill, persistence
and imagination to find it.
Ifs Amazingly Educational.
lh5EARChOFThEh05T
AMAZIhQThlhC] is written by
Tom 5nydec educator and
author of the best-selling
Snooper Troops'Detective
Series. ___
And IlKe all Spinnaker games, IN
SEARCh OF ThE MOST AMAZING ThlhCj has real
educational value. For instance, your Kids wi
sharpen their ability to estimate distances and
quantities. And since theyll be navi-
gating their B-liner, they'll become aware
of distance, direction and time. They'll also
develop a KnacK for economic and monetary
principles through trading with the aliens.
And they'll solve problems through trial
and error
They'll learn all of these things, plus they'll
learn that nothing is impossible if you put your
mind to it
A Novel Approach to Computer C5ames.
Besides offering your children all of the above,
Ih SEAf^Ch OF ThE MOST AMAZIhCj Thlh(3 gives
them an opportunity to develop their reading
sKiils. Because included with the game is Jim
Morrow's new novel The Adventures of Smoke
Bailey* So your children wlil have hours of fun
reading the book or playing the game. And
they'll be learning at the same time.
Parental Discretion Advised.
If you're a parent who would rather see your
kids reason with aliens than destroy them,
you've got plenty of reasons to
asK your local software retaiier
forlMSEARChOFThEMOST
AMAZIhCj ThIhCj. It's compatible
withApple;- IBM/ Atari;-' and
Commodore 64"* computers.
And it offers so much fun you'll
probably be tempted to play it yourself.
Or you can write us directly at:
Spinnaker Software, 215 First Street,
Cambridge, MA 02142.
You'll find this is one computer game that
won't alienate you from your
children
s>inff^Mi^ER
\Afe make learning fun.
Apple, (AM fSnd AMf [ are fegistefed tradernarKf, of Apple Computer, Irvc, Irslematiorial Business hAcnJOCi Cwp and Atafi, inc, fespecttvcly Ct>mrnodore 64 is a irademarh of Commodore CtecUonics Umued
© 1985 Stpinrvahef 5oltwafc Corp All rights reserved
^vc.--.!^«s.'r
^'^^ ,, o^^^^ r none Dt:^^
SS^Sgfess
i^*'^&^.^s.
pet*pr:v:/vKSfi\'
^'''^■' Lra\s af^° ^«<; soc'r> 3^
o^v<^rfe^!
:r>.^'^!,,e^v^«^'=
July 1983 Vol. 5. No. 7
FEATURES
30 Constructing The Ideal Computer Game, Part) ..,.,. Orson Scott Card
42 New Products At The Comdex/Spring Computer Show ., . , Tom R. Ha!fhill
98 Techniques For Writing Your Own Adventure Game ....Charles Perkins
104 Game POKEr For VIC And 64 Dan Carmichael
EDUCATION AND RECREATION
54 RATS! ..,. , ..., MikeSteed
^ Goblin .....DanGoff
76 SpeedSki DubScroggin
85 Castle Guest ...........Timothy G Baldwin
92 The Fortress Of Adni I George W, Miller
108 Roadblock , Brian Holness
116 Time Bomb , DougSmook
REVIEWS
120 Copy-Writer Word Processor Louis F. Sander
123 Mastertype Tjna Holcomb
124 Claim Jumper For Atari Fred Pinho
126 Courseware Report Cord And Educational Software Directory Sheila Cor/
128 Legionnaire For Atari E. P. McMahon
COLUMNS AND DEPARTMENTS
6 The Editor's Notes ., Robert Lock
10 Readers' Feedback The Editors and Readers of COMPUTE!
18 Computers And Society: TTie Fifth Generation .,..,... David D.Thornburg
22 The Beginner's Page , .....Richard Mansfield
28 Questions Beginners Ask Tom R. Half hill
136 On The Rood With Fred D'lgnozio Fred D'Ignazio
142 Friends Of The Turtle ,. .,....,.,.,. David D.Thornburg
146 Learning With Computers: A Library At Your Fingertips Glenn M. Kleiman
150 The World inside The Computer: Super baby Meets The Computer Fred D'Ignazio
186 INSIGHT Atari , Bill Wilkinson
192 Machine Language: Numeric Output Part III Jim Butterfield
196 Programming The Tl: Planning Color Sets C, Regena
THE JOURNAL
156 How To Create A Data Filing System: Part L Choosing The Right File Type Jim Fowler
160 How To Moke Backup Disks For VIC And 64 Harvey B. Herman
165 Circles Jeffrey S. McArthur
170 PET Uncompactor David L Evans
172 Statistical Test Of Commodore And Radio Shack RND Brian Flynn
178 How The VIC/64 Serial Bus Works Jim Butterfield
200 Atari Sound Experimenter . , ,,,... Matt Giwer
204 Commodore REM Revealed ......,...,...!!!!!!! John L. Darling
212 VIC Musician Bloke Wilson
216 Timex/Sincloir Screenscrolls ,..,.,.. , , Gien Martin
218 Commodore64 Video -A Guided Tour, Part VI Jim Butterfield
221 Atari Artifocting Judson Pewther
224 All About The Commodore USR Command John L Darling
230 Commodore Programmer's Alarm Clock Bruce Jaeger
233 Stars , George Trepal
235 Visiting The VIC-20 Video, Pari III Jim Butterfield
239 Atari Laser Gunner II: AVerticol Blank Enhancement Thomas A Marshall
242 Tl Mailing List ^ Doug Hapeman
246 VIC Bitmapping C.D.Lane
112 COMPUTEI's Author Guide
132 How To Type COMPUTEI's Programs
134 A Beginner's Guide To Typing In Programs
252 CAPUTE! Modifications Or Corrections To Previous Articfes
255 News & Products
268 Product Mart
272 Advertisers Index
NOTl: See page 132
before typing in
programs.
GUIDE TO ARTICLES
AND PROGRAMS
V/64
P/64
V/64/AT/TI/AP
V
AT
T/S
AT
V
AP/P/64
AT/AP
AT
AT
AT
Tl
V/64
AT
P
PA//64/CC
V/64
AT
P/V/64
V
T/S
64
AT
P/V/64
PA//64
C
V
AT
Tl
V
AP Apple, AT Atari, P PET/
CBM,VVIC-20,OOSI,C
Radio Shack Color Com-
puter, 64 Commodore 64,
T/S Timex/Sinclatr, Tl Texas
Instruments , *AII or several
ofthecbova
COMPUTE? The Journal for Progressive Computing (USi^: 537250) is published 12 times each year bv COMPUTE!
I'ublic^tiuns, Inc., P,0. Box 5406, Greensboro, NC 27403 USA. Phone: (919)275-9809, Edilorial Offices'are located at
305 Edwardia Drive, Greensboro, KC 27409. Domestic Subscriptions: 12 issues, S20.00. Send subscription orders or
change of address (P.O. form 3579) to Circulation Dept., COMPUTE! Magazine, P.O. Box 3406, Greensboro, NC
27403. Second class pt^stage paid at Greensboro, NC 27403 and additional mailing offices. Entire contents copvrieht
© 1983 by COMPUTE! Publications, Inc. All rights reserved. ISSN 0194-357X.
TOLL FREE
Subscription
Order Line
800-334<0868
In NC 919-275-9809
EDITORS NOTES
The Magazine Epidemic
It's mildly distressing to observe
the rash of new computer
magazines in preparation or
now being launched. While some
appear to be the result of dedi-
cated, sincere efforts at serving a
market niche^ and serving it
well, many seem to be efforts to
simply get something on the
shelf/
It would seem that every
publisher, large and small, in
the country has suddenly dis-
covered the personal computer
marketplace. We welcome those
of you providing genuine reader-
ship; we'll reserve comment on
those of vou who are slapping a
computer label on inferior edito-
rial matter as a medium for
selling advertising. We're firm
believers in the inherent
decision-making strength of the
free marketplace. Time will telL
The New Computers
Will the surge of intelligent
keyboards for game machines
have a massive impact on per-
sonal computer sales? We think
not. With Atari, Commodore,
and TI battling it out in the price
trenches, we expect to see the
less than $100 market begin to
expand in the features area.
Principal change: more memory
at less cost. And we'll just keep
growing from there.
Random Bits
IBM's home computer (code
name Peanut) is now rumored
to appear by August. We expect
this baby PC to come in as a mid-
market machine with superb
design, lots of support, and a
slightly high price point in the
$600 range. From a marketing/
value added standpoint, the
IBM name and reputation carries
clout and has consimier impact.
If and when it arrives, it will be
an interesting competitor for the
Commodore 64 and the soon-to-
be-introduced Atari 600 and
800XL.
We hear that John Wiley,
the book publishing house, is
hard at work setting up a
magazine staff to launch a per-
sonal computer magazine. Atari,
Inc. has decided to accept adver-
tising in their users magazine.
As with Commodore publica-
tions, expect serious restraints
on what type of advertising is
allov^^ed. Rumor has it that Atari
won't be accepting game soft-
ware advertising. We find that
one hard to believe.
CBS is now looking for an
entry into the computer maga-
zine market. Rich Richmond,
formerly Adventure Interna-
tional Marketing Manager,
prepares to launch an Atari
magazine (should w^e sav
"Another one..."?). All of this
after unsuccessfully trying to
raid COMPUTErs staff for several
weeks.
Commodore, now in the
publishing business, has become
distant with COMPUTE! and
COMPUTE!' s Gazelle editors.
We've always maintained that
there's intrinsic value in
independence.
Next month: The Consumer
Electronics Show and a flock of
exciting new products. We just
returned from the National Com-
puter Conference in Anaheim
and, as far as the personal/home
market goes, it simply makes us
long for the arrival of CES. One
point worth noting: several
hundred exhibitors at this multi-
million dollar show were housed
in quasi-permanent, infla table
Quonset huts. Air conditioning
failed and by late Monday, May
16. internal temperatures ap-
proached 115. So much for state-
of-the-art technology at a state-
of-the-art show.
6 COMPirrei Juty1983
ATARI" DOES MORE THAN ANYONE
ELSE TO GIVE ^U TWD HELPFUL
KINDS OF ODMPUTER SERVICE.
LOCAL. LONG DISIANCE.
" ' ,c„it: of your ATARI system is avait-
..fOR INFORMATION CALL"
AUTHORIZED SERVICE
DIGITALWORLD.INC.
''In Army Trail Rd.
7U Arm fr
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RexTvstF
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"K? TV SEI
18666 I J
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RON'S TV «
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OLEN'STvtr
If you need someone to fix your ATARI® Video
Game or Home Computer, youll find the best
place is also the closest.
We have over 1,600 ATARI SERVICE''^ Centers
coast to coast; just look in the Yellow Pages under
Video Games or Computers.
And if you have any
kind of question about your
ATARI Home Computer— how to do something
new with it, how to debug one of your own pro-
grams, what kind of peripherals are best— call the
ATARI Help Line and taD< to an ATARI expert.
Our toll-free number is 1-800-538-8543.*
At ATARI SERVICE, we
take care of you. As well as
your ATARI system.
HiHmocnvHiC
FACTORY mJHMZED NETWORK
WE ANSWERXXfRCALL FOR HELP
"California: 1-800-672-1404
am © 1983 Atari, Inc. All Rights Reserved. 0*A Warner Communications Company
Publ isher/t d itoM n -Cn ief
Publisher's Asststont
Robert Clock
Alice S-Wotte
Senior Editor
Monagmg Edilor
Assistant Managing Editor
Production Editor
Features Editor
Tectinical Editor
Program Edifor
Assistant Editors
Assistant FeaJures Editor
Assistant Copy Editor
Editorial Assistont
programming Assistants
Administrative Assistants
CopyAssistonts
Associate Editors
P.O
Richard Monsfield
Ka'h.ieen E. Marti nek
Tony Roberts
Goii Walker
TomR.Holthill
Ottis R Cowpef
ChoriesBronr^on
Don CornriFchael
Lance Elko
John Blockfofd
Juonfto Lewis
KattiyYakol
PatrckParrish
Gfegg Peele
Jdnathon B^d
Vicki Jennings
Lauro MacFadden
Julia Fleming
Becky Hall
Sa rati Johnston
Linda Sliow
Jim fiuttertiefd,
Toronto, Canada
HoA/eyHerrrTon,
Gf eensbof o, NC
Fred DTgnozJo.
2117 Coftef Ra S.W,
RoarX)ke. VA 24016
David Thornburg
Box 1317, Los Aitos. CA 94022
Contributing Editor
COMPLfT^rs Book Division
Editor
Assistant Edilor
Ad m in ist rative Assi sta nt
Artist
Onon Scott Card
Stephen Levy
Carol Eddy
Janice Fa IV
Art Di rector/Prod u cti on Manage r Geo rg ia Papadopoulos
Assistant
Artists
Typesetting
llfustratoi
Promotion Assistant
Production Assistanl
trma Swain
De Potter
Jeon Hendrix
Terry Costi
HcrryBtair
Todd HeinrrarcJ.'
DoiRees
Associate Publi slier/
N at iono I Ad ve rtisi ng
SaSes Manager
Advertising Coordinator
Advertising Accounts
Sales Assistont
Andy Meehon
Potti Williams
Bon ni e Va f enti no
Rosemane Davis
Operation s-'Customer
Service Manoger
Assistants
Dealer Coofdinotof
Assistonts
Shipping & Receiving
Carol Lock
Patty Jones
Shannon Meyer
Fro n Lyons
Gail Jones
Shoron Minor
Christine Gordon
Cossondra Robii^tson
MarySprogue
DofOttiyBogan
Chris Potty
Rhonda Savage
LisaFloharly
Corol Dickerson
JirT\ Coward
Larry OConnor
CtifJs Coin
John B. McConnel!
Data Processing Manager
Assistant
Leon Stokes
Joan Compton
Accourifing Moriager
Bookkeeper
Accoun t ing Assista nts
Assistants
W Jerry Day
Ellen Day
Linda Miller
Doris Holt
Ruth Granger
Anna Harris
EmilieCovil
Anne Ferguson
Robert C. Lock President
W. Jerry Day, Vice-President and Comptrolier
E. Normon Groham, Vice-President ond General Counsel
Kothleen E Martinek. Assistant To The President
Sonjo Whitesell. Executive Assistant
Debbie iSlash. Receptiordst
Coming In August
The Coming Year:
Interviews With
Industry Experts
CES: The Fall Computer
Collection
Weather Forecasting On
Several Computers
Neat Numbers For VIC
Z-0 Color Computer Art
Atari Verify
And Three Excellent
Gomes
COMPUTE" Publicattona Inc publishes:
COI«»UTl~
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HARRY BLAIR
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The Gitfeimon Company The Gitteiman Company Address all advertising materials to:
Stotler Office Buildi ng Summit Office Center Potti Wi II iams
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Authors of manuscripts warrant that oli materials submitted to COMPUTE! are originol materials witti full
ownership rights resident in said authors. By submitting articles to COMPUTE!, outhors ocknowiedge that
such materials, upon acceptance for publication, become the exclusive property ot COMPLfTE! Publica-
tions, Inc. No portion of this magazine may be reproduced in any form without written permission from the
publisher. Entire contents copyright •* 1983, COMPUTE! Publications, Inc. Rights to programs developed and
submitted by authors are explained in our author contract. Unsolicited materials not accepted for publica-
tion in COMPUTE! will be returned if author provides a self-addressed, stamped envelope. Programs (on
tope or disk) must accompany each submission. Printed listings are optional, but helpful. ArticJes should be
furnished as typed copy (upper- and lowercase, pleose] with double spacing. Each page of your article
should bear the titte of the article, date and name of the author. COMPUTE! assumes no liability for errors in
articles or advertisements. Opinions expressed by authors ore not necessarily those of COMPUTE!.
P£T. CBM, VIC- 20 and CommodOfe 64 cue ncxJemoria of
Comrrxxiofe Bustfiess Pitochinsi Inc. orxi/of Commtxlcxe Electronics Limrted
ApQie IS a tTodemarit o* Apple Computef Componv
ATAia li o tfodemoric of Atoix Inc.
TI99/4A IS a tiodemofk oT Texas Instrunwnts. Irx:.
ftadio Shock Cokx Compolef h5 o trodemork of Tondv. i
8 COMPUTE! Jufy1983
V
Qz commodore
CBM
computer
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For Mailing List applications InfoPro can print up to 8 labels across
and even has a built in "structure" with fields already pre-set. This
structure can easily be changed to fit many other types of office jobs.
Another extremely powerful feature of InfoPro is Super Scan. The
Super Scan feature acts like an "electronic filing cabinet" and pro-
vides the user with almost instantaneous access to the data stored
in a file. The powerful Report Generator allows you to "select" infor-
mation for printing based on up to 5 different parameters or criteria
and to perform various math functions.
Another powerful and indispensable feature is InfoPro 's ability to
interact with the WordPro family of word processing programs. This
provides the user with a "link" from the area of data information
WordPro and InfoPro are registered trademarks of Professional Software
management to the area of word processing, allowing the user to
manipulate, sort, and select data by certain criteria, which can then
be inserted into "personalized" letters, documents, overdue notices,
etc. InfoPro will also allow you to ADD, DELETE or CHANGE your
information "fields" any time you wish. This means that as your
business changes, InfoPro has the flexibility to change with it.
As with all Professional Software products, InfoPro comes complete
with a professionally written and fully-tested user oriented manual.
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Start managing your tnformatton today.
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Tel: (617) 444-5224
Telex: 951579
READERS' FEEDRACK
The Editors and Readers of COMPUTEi
64 Screen Problems
I own a Commodore 64 computer. While I am
quite pleased with its performance, there is a prob-
lem. Any program that uses the BASIC commands
GET or INPUT causes severe interference in the
form of many white (silver) horizontal lines which
shoot across the color TV screen.
I also purchased some software (namely The
Word Machine and The Name Game) from Commo-
dore and these programs exhibit that same, quite
annoying, problem. I might add that three friends
here in Albany who also own the C-64 have the
exact same problem. I have heard that Commo-
dore replaced a video chip in the later models (of
which mine is one) and that there are problems
with this new chip.
My question is: will Commodore solve what
may be a very large (in number of computers)
problem? My warranty is close to expiration.
Donald G. Weiser
This is probably the question we're asked most about the
Commodore 64. The problem that you are referring to
has come to be bwwn as ''sparkle/'
The problem starts zcith the 64' s character ROM,
and the sparkle is caused by the way the 64 generates its
characters to put onto the screen.
However, this problem can he more than a were
inconvenience in the early machines. It can cause diffi-
culties with some programs, especially ganws. When
utilizing the advanced 64 Sprite features (user defined,
moveable objects), the sparkles can cause the computer
to register a sprite collision when none has occurred.
There are some solutions. Oiw is to make a fetv
hardware modifications inside the 64, but this solutioti
isfroioned upon by Commodore, ami may void your
loarranty. Another is screen relocation. It is said that if
you relocate the screen memory into another area of
RAM, the sparkle will disappear.
As for the intmber of units plagued by this problem.
Commodore's estimate is five percent. It should be iwted
though, that ahuost all of the early nmdels had sparkle,
and as of this writing the problem is apparently still not
solved. As a matter of fact, COMPUTE! recently pur-
chased txvo 64s for testing purposes, and one has a very
severe "sparkle" problem.
In answer to your question on repairs, Commodore
has no set policy in this area. For units that are under
10 COMPUTEi July 1983
warranty, Conn}iodore says that it "will attempt to repair
anything ?p/7/? which the customer is dissatisfied.
Conceriiijjg units out of warranty, Commodore
had no comnunit. However, a number of computer
dealers and repair centers have stated that they will
install the jww or updated character ROMs if they can
get them froin Comnunhre. Commodore has said that
they have not yet decided whether or not they will make
the ncio character ROMs available to the service centers.
ATimex/SinclairTip
I have sometimes experienced problems on my
ZX81 while changing line numbers. A line 30 that
I am unable to delete, for instance, might appear
after a line 2000. As a solution of sorts, 1 came up
with the following short routine (also applicable
to the T/S 1000) which allows me to locate the line
in memory and POKE in a valid line number.
This routine gives the location in memory of a
program by line number. RUN it by typing GOTO
9500 - After INPUTing a particular line number, it
will tell you the length of that line and how long
the program is through the end of that line. As
you can see in the sample run, the portion of the
program considered here is 516 bytes long (inci-
dentally, line 1 will not work in this test).
John B. Swetland
1 LET TEST=9500
10 LIST
9500 PRINT "ENTER LINE NUMBER"
9502 PRINT
9503 INPUT AQ
9504 LET N=16509
950 5 LET N=N+2
9506 LET N=N+(PEEK N)+ ( PEEK (N+1) *256 )
9507 LET N=N+2
9508 IF (PEEK N*256 ) -i-( PEEK(N+1 ) )=AQ THEN
PRINT r "LINE ";AQ?" STARTS AT ";N
9509 IF (PEEK N*256 ) + ( PEEK (N+l ) ) =AQ THE
N GOTO 9511
9510 GOTO 9505
9511 PRINT
9512 LET I=(N+50)
9513 FORR J=N TO I
9514 IF PEEK J=118 THEN PRINT *'LINE ";AQ;"
ENDS AT ";J
9515 IF PEEK J=118 THEN GOTO 9517
9516 NEXT J
9517 PRINT
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y
Can A COMPUTER MAKE YOU CKf? ,
Right now; no one knowsThis is
partly because many would consider
the very idea frivolous. But it s also
because whoever successfully ans-
wers this question must first have
answered several others.
Why do we cry? Why do we
laugh, or love, or smile? What are the
touchstones of our emotions?
Until now, the people who asked
such questions tended not to be
the same people who ran software
companies. Instead, they were
writers, filmmakers, painters, musi-
cians. They were, in the traditional
sense, artists.
IS We're about to change that
tradition.The name of our company
is Electronic Arts.
SOFTWARE WORTHY
OF THE MINDS THAT
USE IT. We are a new association
of electronic artists united by a com-
mon goal — to fulfill the enormous
potential of the personal computer.
In the short term, this means
transcending its present use as a facili-
tator of unimaginative tasks and
a medium for blasting aliens. In the
long term, however^ we can expect
a great deal more.
These are wondrous machines
we have created, and in them can be
seen a bit of their makers. It is as if
we had invested them with the image
of our minds. And through them, we
are learning more and more about
ourselves.
B We learn, for instance, that we
are more entertained by the involve-
ment of our imaginations than
by passive viewing and listening. We
learn that we are better taught by
experience than by memorization.
And we learn that the traditional
distinctions— the ones that are made
between art and entertainment and
education — don't always apply
TOWARD A LANGUAGE
OF DREAMS. In short, we
are finding that the computer can be
more than just a processor of data.
It is a communications medium:
an interactive tool that can bring
people's thoughts and feelings closer
together^ perhaps closer than ever
before. And while fifty years from
now, its creation may seem no more
important than the advent of motion
pictures or television, there is a
chance it will mean something more.
Something along the lines of
a universal language of ideas and
emotions. Something like a smile.
The first publications of Electronic
Arts are now available. We suspect
you'll be hearing a lot about them.
Some of them are games like you've
never seen before, that get more
out of your computer than other
games ever have. Others are harder
to categorize— and we like that.
Watch us. WeVe providing
a special environment for talented,
independent software artists. Its
a supportive environment, in which
big ideas are given room to grow^.
And some of Americas most re-
spected software artists are beginning
to take notice.
We think our current work reflects
this very special commitment.
And though we are few in number
today and apart from the main-
stream of the mass software market-
place, we are confident that both
time and vision
are on our side.
Join us.
We see farther. Electronic arts
m
Software ARTISTS? 'Tm not so ^
sure there are any software artists ytt"
says Bill Budge/* We've got to cam that
title." Pictured here are a few people
who have come as dose to earning it as
anyone we know
That's Mr. Budge himself, creator
of PINBALL CONSTRUCTION
SET, at the upper right. To his left are
Anne Westfall and Jon Freeman who,
along with dieir colleagues at Free Fall
Associates, created ARCHON and
MURDER ON THE ZINDERNEUF
Left of them is Dan Bunten of
Ozark Softscape, the firm that wrote
M. U. L.E.To Dans left are Mike Abbot
(top) and Matt Alexander (bottom),
authors of HARD HAT MACK. In the
center is John Field, creator of AXIS
ASSASSIN and THE LAST GLAD-
IATOR. David Maynard, lower right,
is the man responsible for WORMS?
When you see what they've accom-
plished, we think you'll agree with us
that they can call themselves whatever
they want.
9518 PRINT"LINE ";AQr*' IS ";J-N;*' BYTES L
ONG"
9519 PRINT
9520 PRINT J-16509;" BYTE PROGRAM (PLUS D
IMS)"
9600 STOP
9990 INPUT H$
9991 SAVE"TEST"
9992 GOTO 1
9509 IF (PEEK N*256 )+(PEEK (N+l ) )=AQ THEN
GOTO 9511
9513 FOR J=N TO I
Sample Run
ENTER LINE NUMBER
LINE 9600 STARTS AT 17020
LINE 9600 ENDS AT 17025
LINE 9600 IS 5 BYTES LONG
516 BYTE PROGRAM (PLUS DIMS)
Thank you for this handy tip. We can see where this
program might also be useful in handling machine Ian-
guage routines.
VIC Memory Loss Cure
When using programmable characters, you lose
some of your present memory. Is there any way
to regain that memory without turning off the
VIC?
Brian Gaetjens
YeSr and it can be done tvith a few easy POKEs. The
most common way that monory is reserved for pro-
grammable chnraclers is by POKEing locations 51 and
52 (the "pointer" for string storage in RAM), and
locations 55 and 56 (the pointer for the limit, or "top/'
of memory). In the unexpanded VIC, the most common
ivay to reserve character set space is to: POKE 57,0:
POKE 55,0: POKE 5228: POKE 56^8. This will
reserve, or partition off, 512 bytes (enough for 64 pro-
grammable characters) at the top of BASIC RAM, leav-
ing the programmer with 3069 bytes for BASIC pro-
grams. To )'esel the VIC to its original parameters,
)ype: POKE 5h0: POKE 52,30: ^POKE 55,0: POKE
56,30. This will restore the VIC to its original
configuration, and give you 3581 bytes for BASIC
programming.
Monitor Sound
I currently have a 48K Atari 800 with a PERCOM
disk drive. I would like to connect my computer
to an RGB color monitor instead of a TV, But in
doing so, I would lose all audio. Is there a way to
have the sharpness of a color monitor and yet
retain the sound capability necessary for the
majority of Atari programs?
John C. Nardi
First of all, check the particular brand of color monitor
you intend to buy. Some monitors do have a built-in
audio capability. Other solutions would be to connect
14 COMPUra* July 1983
the audio output signal (pin 3 of the Atari's numitor
plug) to your stereo system, or to an iiwxpensive,
battery-powered amplifier available at nwst electronics
supply houses.
An Atari/Commodore 64 Connection
Can an Atari 810 or other Atari disk drive be in-
terfaced to a Commodore 64? I am thinking of
buying a 64 as a second computer and would like
to use my present Atari peripherals on the 64.
Also, can the 64' s SID sound chip be hooked up
to an Atari?
David Lee
Both machines could communicate oi^er a telephone
modem hookup. Alternatively, you could Iux}k them up
directly using Commodore's RS-232 cartridge and
Atari's 850 interface module (through its RS-232 piort).
You would likely be unsatisfied, though, at the slow
rate by zohich data would be transferred between the
two computers. Likewise, attempting to connnuiiicate
to the SID chip from the Atari would be azokward. The
whole ivould probably be less than the sum of the parts
if you tried to gang these compmters together and think
of them as a team.
Atari and Commodore use very different peripheral
buses (interface plugs). Although both have a serial
bus, the 64 uses a variant of the popular RS-232C bus,
while the Atari uses a complex serial standard.
VIC Disk Details
1 own a Commodore VIC-20. I need a disk drive
now, but I do not want to get a 1541 because I
may upgrade to a PET in the future and do not
want to buy a whole new drive. If ! use a VIC to
lEEE-488 interface to a 2031 drive, will I retain all
the standard Commodore disk commands? Will I
need DOS for the 203] or the 1541? Please help.
Larry Abramowitz
You will retain all of the standard commands. One of
the main reasons for the manufacturing of an lEEE-488
interface is for upgrade adaptations like the one you're
contemplating. There are several such interfaces on
the market nozv. DOS is buill into both the 2031 and
the 1541.
Automatic BASIC To Machine
Language Converter
Is there anything on the market that will convert
standard BASIC programs into machine language?
I need this for my Commodore 64 and its graphics.
Ben Savage
Your question is about speed: a program written in
machine language can run a thousand times faster than
the same thing programmed in BASIC, Some games,
r>-
*'>VANce
'iNDen
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large sorting tasks, and other kinds of computation
require that the computer run at maximum velocity.
That means machine language.
There are large programs called compilers which
do something similar to what you loant. They take a
BASIC program apart and generate a high-speed version
written in "P-code/' a fast-running language similar
to forth. You can expect a ''compiled" BASIC program
to run anywhere from 10 to 40 times faster. One minor
drawback is that the compiled program will usually be
someiohat larger than the original BASIC version.
There are also ''optimizing" compilers which,
during the process of compilation iiito P-code, also re-
arrange the program's structure to maximize efficiency.
For example, the most commonly used variables in the
program might be stored in zero page (the computer's
first 256 memory cells) where storage and retrieval is
far faster than it would be higher up in memory.
In any case, there is no way to turn BASIC pro-
grams into true machine language. You might want to
use compilers for some programs, hut also learn to pro-
gram in machine language for those situations when
speed is of the essence. Compiler programs for various
computers are advertised in COMPUTE!.
Retirement Planning
I read with interest the article in COMPUTE! on
retirement planning (April 1983). It is reassuring
that retirement planners are finally acknowledging
that inflation may be here to stay. Unfortunately,
the program assumes that inflation will stop on
the day you retire. A pleasant assumption, but
one that could result in a lot of retirees who may
not be able to afford subscriptions to COMPUTE!
ten years down the road.
1 have found the following program extremely
useful for computing with my Atari 400, how
much capital I would actually need in order to
retire early. The program assumes:
1, That inflation will continue at a constant
rate, and your yearly expenses will increase at
this rate.
2. That you wish to spend your capital after
retirement,
10
?"ENTER CAPITAL AT RETIREMENT":
INPUT A:?
?"ENTER EXPECTED RATE OF INFLATION"
INPUT B:?
?"ENTER YEARLY ANTICIPATED RETURN
ON INVESTMENTS AFTER TAXES AND
INFLATION:INPUTC:?
?"ENTER YEARLY EXPENSES LESS ANY
INDEXED PENSION PLAN OR SOCIAL
SECURITY BENEFITS":INPUT D:?
?:?"YEAR";/INCOME";/'CAPITAL"
Y = 0
INC= INT(D*(1 + B/100)'^Y)
Y = Y+I
Z = B + C
90 A = INT(A*Z/100 + A)-INC
100 ?Y,INC,A
20
30
40
50
55
60
70
80
110 IF A<0 THEN ?"CAPITAL EXHAUSTED":END
120 GO TO 60
Craig Cole
More Atari Automation
I'm writing in response to Joseph Wrobers pro-
gram, "Automate Your Atari" (January 1983).
The following program neatly displays your disk
directory (in two columns if necessary) each time
you boot up your system. Just run "Automate"
and enter each line below for each command. For
example, command #1 would be 10 GR.O: DIM
N$(17):T.60 and command #8 would be RUN
without a line number. Since "Automate" counts
characters, all spaces have been removed, end
quotes are left off where possible, and abbrevia-
tions are used.
Rainer Forsch
10 GR.0:DI^4N$(17):T.60
20 P0S.2,3:PRINT"FIL£S CONTAINED ON THIS
DISKETTE ARE:
30 O,#1,6,0"D:*,*":PRINT
40 I . # 1 ; N$ : PRINTN? : T=T+1 : 1 FT=14THENG0S * 70
50 G,40
60 POKE82,2:PRINT:POS.2,20:NEW
70 POS.2,4:POKE82,20:PRINT:RET.
RUN
PET Pause
While trying out one of Commodore's Model 8032
microcomputers, I stumbled upon a key function
which would be handy for program debugging. 1
mentioned it to one of my instructors at Wake
Forest, and he suggested that 1 share it with your
readers.
Stopping program listing or execution can be
useful for finding statement errors or viewing
intermediate results of a calculation. Formerly,
the only way to stop a program and the screen
scroll was with the RUN/STOP key. This necessi*
tates typing in the CONT command and pressing
RETURN in order to resume execution. However,
if the program is stopped by means of the colon
key on the top row, scrolling may be resumed
merely by tapping the back-arrow key, which
also serves to slow the scroll if held down.
Interestingly enough, if a pure timing loop is
running, the colon key will not halt execution.
However, inclusion of a PRINT statement in the
loop will enable the colon/halt function,
Jonathan Kerfoot
COMPUTE! we koines questions, coJinuents, or
solutions to issues raised in this column. Write to:
Readers' Feedback, COMPUTE! Magazine, P.O.
Box 5406, Greensboro, NC 27403. COMPUTE!
reserves the right to edit or abridge published
letters, " @
16 COMPUTll July 1983
of The Hundreds of Reasons
You Ought To Be A COMPUTE!
Magazine Subscriber:
From "Tlie Editor's Feedback" Card, a monthly part of our continuing
dialogue with readers of COMPUTE!. These are responses to the question,
"What do you like best about COMPUTE! ?"
l*"It is written so a beginner can read and understand it... it's layman oriented..." 8*
"Clear, clean layout, good presentation..." 3. "The Atari game programs..." 4*"Best
and most information on PET..." 5."Cover to cover, and all in between..." 6,"Reviews
of software and hardware..." 7. "Good balance of application and technical articles..."
8. "It is the best source of info about various levels of VIG/PET/CBM machines and ap-
plications.. " 9. "The BASIC and machine language programs..." 10, "I Uke programs
that can be typed into a computer, 3?un, and then used right away (a program without
bugs!)..." ll,"That it is organized weU, and covers a broad range of information con-
cerning Atari. Keep it up! please, I'm learning..." 18. "Table of contents listings and
computer guide to articles is a great idea. Best magazine for personal home computer
users..." 13. "Best I have fotind for VIC info..." 14. "Informative articles: ^Secrets of
Atarf, Game programs, especially programs that teach the reader about the Atari..."
IS. "I like all the articles and programs for my computer, the PET. IVe learned and
found out things about it that I never even thought existed. Other magazines don't
have too much material for the PET and, for that reason, I find COMPUTE! invaluable..."
16."The up-to-date hardware reviews..." 17.'*Maclilne language utihties for Atari..."
18."Articles are terse but understandable and accurate. Utility and applications pro-
gram listings very helpful..." 19 ."The April, '82 issue is my first. I am impressed that
you not only acknowledge the VIC-20,you even have applications for it..." 20»"I really
enjoy (since I am one) the Beginner's Page..." 81. "The attention it gives to Atari and
the easy-to-understand language it's written in..." 88. "It is concerned with ex-
plaining programs, not just listing them. It is the best VIC magazine I could buy..."
83."The new table of contents 'Guide to Articles and Programs' is excellent, particu-
larly the indication of 'multiple computer' items..." 84."Broad range (sophistication)
of programs..." 8S."You don't speak over the average user's head..."
Whether you*re just getting started with personal computers, or very advanced, you*ll
find useful, helpful information in every issue of COMPUTE! Magazine. We specialize in
supporting the Atari, PET/CBM, VIC-20, and Apple computers. Editorial coverage is
expanding to include the TI-99/4A^ the Sinclair ZX-81, and the Radio Shack Color Computer.
Every issue of COMPUTE! brings you user-fpiendly articles, applications programs, and
utilities you can type right into your computer and use. To subscribe to COMPUTE!, or to
order a sample issue, use the attached reply card or call our toll-free number. COMPUTE!...
We're the resource for thousands and thousands of home, educational, and small business
computer users. Shouldn't you be one of them?
1 year, twelve issue subscription: $20.00 in the US,
CaU ToU Free in the US 800-334-0868
In NC caU 919-275-9809
COMPUTE! Magazine is a publication of Small System Services, Inc.
625 Pulton Street. P.O. Box 5406. Greensboro, NC 27403.
Computers And Society
David D, Thornburg, Associate Editor
The Fifth Generation
I can hardly resist the temptation to point out that
Orwell's vision for 1984 is (thankfully) not going
to come true. It is interesting to note that, as with
many other futurists, Orwell overestimated the
amount of social change that would occur by 1984,
and seriously underestimated the amount of tech-
nological innovation that will have been de-
veloped by then. While it is true that office workers
in OrwelTs novel dictate their letters into a ''speak
write/' an automated stenographer/printer, much
of the remaining technology is neither advanced
nor inspiring.
1 was reminded of the impact of technological
advances as I created the first draft of this month's
column on my Brother EP-20 battery-operated
electronic typewriter. This marvel of design is
quite compact, fits on an airplane tray table, and
is almost silent. Since it retails for about S200 and
allows the user to correct up to 16 characters of
text before it is printed, I would not be surprised
to see this device open up whole new markets for
typewriters. 1 never used a typewriter for rough
drafts before, simplv because they were too bulky.
Now, this device has become my portable work-
station (sadly missing the storage that would make
it a terminal for my wx^rd processor), and 1 take it
everywhere.
Is it significant that this innovation was de-
veloped by a Japanese company? As we look at
the computer industry, it is clear that it is taking
on a decidedly international flavor. And yet, so
far, the big names in personal computers are defi-
nitely American (Tl, Commodore, Atari, Apple,
IBM, etc.).
KIPS Super Computer
A recently published book. The Fiftli Gciwration
(Addison-Wesley, $15.95), suggests that we must
be much more aware of Japanese advances in
computer technology if we are to survive as a
technological nation. Far from being a "scare"
book designed to erect protectionist trade barriers,
The Fifth Ceiiemtiou is more a call to arms. Its au-
thors are Edward Feigenbaum, a pioneer in the
18 COMPUTE! July 1983
field of artificial intelligence, and Pamela McCor-
duck, a science writer who has written extensively
on computers and intelligent behavior in
machines. The authors say that Japan has em-
barked on a ten-year crash program to develop a
new type of super computer -a "fifth generation"
machine that is called a Knowledge Information
Processing System (KIPS). The KIPS is expected
to be markedly different in architecture from the
computers in use today. Furthermore, it is ex-
pected that users of the KIPS will interact with it
very differently from the way people use com-
puters today.
What is a KIPS? While most of today's com-
puters are used for data processing and, with the
exception of languages like LISP and Logo, most
computer languages are geared towards data pro-
cessing tasks, the KIPS is an optimized blend of
hardware and software, tailored to perform gen-
eral symbol manipulation and symbolic inference.
This shift in emphasis recognizes that most of our
work is nonmathematical in nature. Much of our
work involves reasoning, not calculating.
A Reasoning Machine?
Can one build a "reasoning" machine? According
to Feigenbaum and McCorduck, the Japanese
lack our preoccupation with this question. From
their perspective, it is sufficient to note that com-
puter systems powerful enough to be fifth gener-
ation machines will function at a lev^el far beyond
that with which we are presently familiar.
Modest projects in the development of sys-
tems that outperform human "experts" are an
important result of research in artificial intelli-
gence. For example, programs that perform certain
types of medical diagnoses, analyze and propose
synthetic pathways in the creation of new chemical
compounds, and predict the location of geological
deposits hav^e already been implemented on
existing commercial computers using languages
such as LISP. Such programs must operate with
both a '"knowledge base" and a set of "inference
procedures." To read a map, for instance, one
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must have both maps to read and a procedure for
reading them.
Intuitive Solutions
The fifth generation KIPS will be built around the
collection of vast amounts of data and the collec-
tion of problem-solving techniques that range
from rigid deterministic methods to those that
mimic the human ability to act on "hunches."
You need not become embroiled in the machine
intelligence controversy to appreciate that such
systems have the potential to completely redefine
computers, their use, and their place in society.
In order to create the KIPS, advances are re-
quired in both computer hardware and software.
The computers we are familiar with operate in
serial fashion. Instructions are executed one at a
time. This type of computer architecture was de-
veloped by John von Neumann, and speed limi-
tations in such computer systems are caused by
the "von Neumann bottleneck" - processing in-
struction by instruction, byte by byte. In order to
create faster computers, the fifth generation
machines may favor a system using many proces-
sors in parallel.
A Billion inferences Per Second
To appreciate the need for this approach, you
should remember that the KIPS is to be used
primarily for the linking of a knowledge base by
symbolic representations (e.g., a sparroiv is a kind
of bird), or for the representation of rules (e.g., //
the temperature is over 400 degrees, then the boiler
must be turned down). To be used effectively, a
problem-solving program must scan its library of
"IPs" to find one relevant to the problem at hand.
Finding this needle in the knowledge-based hay-
stack of the size anticipated by the Japanese will
require much more computational horsepower
than we have seen to date. For example, today's
big computers are capable of executing no more
than 100,000 logical inferences per second (LIPS).
(One logical inference corresponds to one IF/
THEN statement.) A personal computer such as
an Apple II might execute (depending on the lan-
guage chosen) about 100 UPS. The KIPS will be
designed to execute up to a billion LIPS.
Such achievements are not the result of
hardware alone. Interestingly, the language of
present interest to the KIPS project leaders
has already been developed by the Europeans -
PROLOG.
How feasible is this project? There is much
diversity of opinion on this topic, but there is con-
sensus that, even if the project goals are not met
in the allotted ten years, the interim results will
most certainly change the nature of computers and
computing. As Feigenbaum and McCorduck say:
\Nord literacy has given us power, access to
20 COMPUTE! July 1983
an opulent, soari}\^ worhi of mind - an alter-
ation of thought processes - that is detiied the
illiterate. Computing literacy, even in its
present form, opens still a^wther world, one
that all eventually may enter as routinely as
they enter the tvorld of letters, and it loill
confer perhaps even more power than the
mighty pen and press have already given us.
This is not idle promotion. As human muscle-
poxver has been amplified by mam/ special-
purpose machines, so human mind-poxver
will be amplified. The computer will change
not onhj what we think, but how.
Use the card
in the back
of this magazine
to order your
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*IBM PC andKDOSemt^dem&fki of fSM • * Apple. Osborne, Atari atuS TRS 80 on tra<kmarki of Appk; Compincr, fnc . Osfeorne Computer Corp . Atari Uk . and Tandy Corp . mpectivtly
THE BEGINNER'S PAGE
Richard Mansfield. Senior Editor
Writing A Simulation Game
There are three basic types of computer games: arcade,
adventure, and simulation games. Let's briefly look at
the characteristics of arcade and adventure games and
then write a simulation.
Reaitime Action
Arcade games feature what's called realtime action.
Unlike chess or bridge, things happen fast. You
can't sit back and plan your next move; you must
react immediately to the space invaders. In other
w^ords, events take place at the same speed as
they would in reality: realtime.
Arcade games also hav^e a strong appeal to
the eye and ear. There is much animation, color,
and sound. In fact, your ability to respond quickly
and effectively depends in part on all the clues
you get from the graphics and sound effects.
Strategy, while often an aspect of arcade play, is
clearly secondary. These games are a new kind of
athletics: the fun of man versus machine. Like
auto racing, arcade games are essentially isometric
exercises - you don't run around; you just stay in
one place flexing and unflexing your muscles,
tensing and relaxing.
Story And Strategy
Strategy, however, is more important in "adven-
ture" games. The emphasis is on planning ahead
and solving riddles. It can be like living inside an
adventure novel. There is drama, characterization,
and plot. You might start out, for example, in a
forest with a shovel and a trusty, if enigmatic,
companion parrot. As you try to figure out what
to do next, the parrot keeps saying "piny dells,
piny dells." After wandering aimlessly through
the trees, it suddenly comes to you that the bird
is saying "pine needles" and you dig through
them and find a treasure map.
Your "character" will travel, meet friends
and enemies, and hav^e the opportunity to pick
up or ignore potentially useful items such as food,
magic wands, and medicine. It's customary that
you cannot haul tons of provisions. You'd have to
22 COMPUTil July 1983
decide whether or not to leave the shovel in the
forest. Yet you might be sorry that you'd dropped
it if you're involved in a cave-in later in the game.
In any case, adventure games are fundamen-
tally verbal. The computer displays the words:
YOU ARE IN A BOAT ON A LAKE. NIGHT IS
FALLING.
to which you can respond in any number of ways.
You might type:
DIVE OFF BOAT.
and the computer would reply that you now see
an underwater cave or whatever. You move
through the scenes the way a character moves
through a novel. There is generally no penalty if
you take time to plan your next move. It's not
realtime.
Imitations Of Life
The third category, simulation, is the least com-
mon kind of computer game. This is because to
really imitate something, to simulate it effectively,
you need lots of computer memory to hold lots of
variables. However, memory has recently become
far less expensive so we can expect to see increas-
ingly effective simulation games. Star Trek and
Hannnurabi, both simulations, have long been
popular home computer games. Although they
are similar to adventure games, simulations are
random. That is, there is no secret to discover, no
puzzle to solve, no plot. Like real life, things hap-
pen with unpredictable, complex results.
Here's a program which simulates investing.
The key to simulating is to arrange realistic inter-
actions between variables. Look at line 600. If there
is "international unrest," the price of gold (PGLD)
goes up and the price of Bundtfund stock (PB)
goes down. This relationship between gold, stock,
and an international crisis is true to life. Alterna-
tively, stock goes up and gold goes down in line
700 during a "market rally/'
The game allows you to make inv^estment
decisions, and then a "month" passes during
which the value of your investments will go up or
down. In line 510, three variables are given ran-
wm
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\^fe dorit care
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\W11 help you
get the most out of it.
CompuServe puts
a world of information,
communications, and
entertainment at your
fingertips.
CompuServe is the versatile, easy to use
interactive videotex service designed especially
for the personal computer user It's dynamic,
growing and changing daily to satisfy
its subscribers' needs. Ifs an industry
leader, created and managed by
the same communications pro-
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ness information and
network services to
over one fourth of
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From current events to current assets,
CompuServe offers a wealth of useful, profitable
or just plain interesting information.
Electronic magazines and national
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current movie reviews, electronic
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and some of the most sophisticated
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From words to music. CompuServe offers
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personal notices and a CB
simulator for real-time com-
munications between sub-
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Fun and games are expected whenever
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If you'd like to know more about CompuServe,
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An H&R Block Company
dom values. Stock can gain or lose up to 10 points
(variable X), and gold can change by $20 an ounce
(Y). Variable Z will be used to simulate flipping a
coin. Also notice lines 520 and 525. In 520, we
determine whether or not there will be unrest.
The variable CH is just a counter. Each "month/'
CH is raised by one. Two conditions are required
for unrest to happen: in a given month, CH must
be greater than 4 and it must be less than whatever
X turns out to be. If both these conditions are
met, CH is reset to zero and we've got interna-
tional unrest. This has the effect of creating unrest
roughly every four to six months. Likewise,
another rhythm is set up in line 525 to cause market
rallies. In both cases, however, you cannot be
certain exactly when to invest in gold or in stocks.
The decision to raise or lower stock prices is
made in line 530 and based on the coin toss vari-
able, Z. Again, stocks move in opposition to gold.
Prices will rise about 50 percent of the time, but
you can never know what will happen in a given
month.
Donkey Koh<^ change the play field as you earn
more points.
There are several ways to add to the appeal
of our investment simulation, beyond just making
it a more complex, more accurate simulation. You
could add the visuals and sound of arcade games.
Try creating a tickertape across the top of the
screen to show price changes and news events.
Maybe add a bell sound to indicate the end of
further transactions. If your computer has a voice
synthesizer, news events couki be announced
over the ''radio." And from adventure games you
could borrow two elements: riddles and the neces-
sity of planning ahead. One easy way to incorpo-
rate these two elements would be to make paying
taxes a part of the game. After all, the closer it is
to real life, the better the simulation.
20
So
Ha
Suggested Complications
This is the core, a rough sketch, of an investment
simulation game. There is much you can do to
make it a more effective simulation and thereby a
more enjoyable game. The more variables in a
simulation, the better. For example, add leverage
and additional ''incidents'' which affect prices,
improve the randomizing, and include other types
of investments. You could even use a separate
counter which, every five years, causes the X and
Y variables to swing more widely to reflect reces-
sion/recovery cycles.
As you can see, a simulation should be lifelike.
It has interdependent cycles and a degree of un-
predictability. Its realism derives from including a
sufficient number of variables. And those variables
must interact in plausible ways and wath just the
right amount of randomness. A simulation is a
little world you create. You can define cause and
effect and then fine-tune the whole thing until it
seems well-balanced. Adventure and arcade
games are certainly enjoyable, but this investment
simulation can be built up to the point where it's AQ
just as much fun as any other kind of K^ime. ^'^
Mixing Styles ^«
Of course, these three categories - arcade, adven- '
ture, and simulation - are somewhat arbitrary.
Some of the best games contain elements of each.
There are adventure games with graphics - you
see the forest, the shovel, the pine needles. After
you say DIVE, your character jumps into a lake
and the screen transforms into an underwater
scene. Likewise, arcade games can include the ^•Vg^
different "settings" so characteristic of adventure |^
games. Popular arcade games such as Tron and mlm
26 COMPUTE! July 1983
Special Program Notes: Ifi/ou have an Atari.
you'll need to add semicolons (;) betiueen I he vari-
able names and the PRINT statements to make
everything pri)il on a single line. If you have a
TI, put each statement on its own separate tiiw.
In other words, you cannot use colons (:). Line 10
would he CASI / = lOOOOO and you'd iwed to add
a line: U PGLD = 400, If you have a Timex/
Sinclair, use LET whenever a variable is defined.
For example, line TO would start: 10 LET
CASH=100000, [f you have a TRS-80 Color
Computer, add the followiii^ line: 5 RAN-
DOMIZE,
Investment Simulation
10 CASH=100000:PGLD=400
PB=80
PRINT: PRINT" BUNDTFUND IS $"PB" PER
SHARE* YOU HAVE "B" SHARES, — $"PB*B
PRINT" GOLD IS [3 SPACES ]$ "PGLD" PER 0
UNCE.{2 SPACES} YOU HAVE "GLD" OUNCES,
— ?"GLD*PGLD
Ji^ T=PB*B+GLD*PGLD
Ji^ PRINT" [31 SPACES) TOTAL INVESTMENTS ~
4i> $"T
^6^ PRINT" {31 SPACES} YOU HAVE $"CASH" TO
/^ SPEND."
PRINT "I 24 SPACES} GRAND TOTAL ( INVESTM
ENTS + CASH) ?"T+CASH
IFCK=lTHENMa %ll^
PRINT: PRINT "^, BUY [2 SPACES } 2 . SELL
{2 SPACES} 3. DONE"
INPUTA:IFA=3THENCK=1:G0T0M' \xi
PRINT"WHICH?[3 SPACES } 1 .GOLD
{2 spaces} OR [2 SPACES} 2. STOCK"
INPUTF
PRINT "HOW iVIANY (SHARES OR OUNCES)?"
INPUTN
IFF=1THEN«^ VE^e
PRICE=PB*N:IFA=1THENCASH=CASH-PRICE:
B=B+N:GOTO«flt ^\^ ^0
CASH=CASH+PRICE : B=B'N : G0T04#e' **
PRICE=PGLD*N:IFA=1THENCASH=CASH-PRIC
E : GLD=GLD4-N : GOTO4#0.
jf^
1110
ll0
0
0
0
0
ife
iP 't^J CASH=CASH+PRICE:GLD=GLD-N
%i^4mr GOTo^fe ^^^
-;j^-&^^ GK=0: PRINT: PRINT" ONE MONTH LATER ..
^ . ":F0RT=1T07 00 :NEXTTi PRINT
-jJ6.&«^ X=INT ( ( RND ( 1 ) *100 ) /10 ) : Y=INT ( ( RND ( 1 )
j« *200 ) /10 ) : Z=RND ( 1 )
^.''feflr CH=CH+l:IFCH>4ANDCH<XTHENCH^0:GOTOa«
♦•^ T2^ IFCH=2GOTO?«f Z^9
-SOT IF Z> .5THENPB=PB+X:PGLD=PGLD-Y:GOT0^■
WjdJffl^ PB=PB-X:PGLD=PGLD+Y;GOTOAl$^
..sap PRINT "INTERNATIONAL UNREST • . . " : PGLD=
-1?^ PGLD+2^Y:PB=PB-2*X:GOT03a fo
Md-'PRINT "MARKET RALLY . . . { 2 SPACES } " : PG
^C LD=PGLD- 2 *Y : PB=PB+ 3 *X : GOTO^l £ q
Use the handy
reader service cards
in the back of the
magazine for
information on
products advertised in
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Questions Beginners Asic
Tom R Holfhill, Features Editor
Are you thinking about buying a computer for the first
time, but don't know anything about computers? Or
maybe you just purchased a computer and arc still a bit
baffled. Each month, COMPUTE! xvill tackle the ques-
tions most often asked by beginners,
QAre there any problems I could cause
while using a computer that could perma-
nently damage it? How about any commands
used in the wrong way? In other words, what are
the chances that I could do real damage to the
computer by not knowing how to use it right?
There's an old saying in computing that
goes something like this:
''The only way you can hurt a computer
through its keyboard is to hit it with
a hammer,"
Of course, this isn't completely true; spilling
liquids into a computer keyboard isn't too healthy
for it, either. But the general thrust of that adage
is pretty certain - aside from physical abuse, a
computer can't be damaged by anything you can
type on its keyboard.
There's only one rare exception we've ever
heard of. A certain POKE command on one Com-
modore PET computer (PET/CBM's with 4.0
BASIC) can drastically speed up the process by
which the computer creates the screen display. If
this command is left running wild, the computer
keeps speeding up until it eventually self-
destructs. The chances of this POKE happening
by accident are extremely remote. There are 65536
memory locations in a PET that can be POKEd,
and there are 256 possible numbers that can be
POKEd in each location (0 to 255). Therefore, the
chances of accidentally typing in that fatal POKE
command are only one in 16,777,216.
Other than tliis rare example, you really don't
have to worry about damaging the hardware of
your computer system by experimenting with
commands or programs. The same pretty much
holds true for the devices attached to the com-
puter. At worst, you might cause an error which
traps a device in an endless loop - for example,
the disk drive might keep spinning, or the printer
might keep spewing forth paper. Conceivably, if
the system were left unattended, the device could
eventually overheat or suffer excessive wear. But
if you're there, you can always stop such "run-
28 COMPUTE! July 1983
away" events by switching off the power. Anytime
you switch off a computer or device and then
switch it back on again, it resets itself.
Remember, though, we're talking about
hardware damage. There are lots of ways you can
cause perrnanent software damage. Simply typing
NEW on the keyboard and pressing RETURN will
wipe out any BASIC program in memory. If the
program has not been saved on disk or tape, it
will be lost. Likewise, certain commands can erase
a program from a disk or tape, or overwrite it
with something else. A wrong command, a pro-
gram bug, or a typing error when entering a pro-
gram listing can cause a system crash - your com-
puter "locks up" (refuses to accept commands).
Since the only way to recover, usually, is to switch
the computer off and on again, the program in
memory will be lost. But you can rest assured that
the computer itself is always safe from permanent
damage.
Can I do word processing with a tape
recorder, or must I have a disk drive?
Alt is quite possible to do word processing
with a tape recorder.
Make sure, however, that the word pro-
cessing program you buy or use is designed to
work with tape. Some programs are for disk only;
still others work with both.
The peripheral device which is most essential
for word processing is a printer. Without a printer,
you won't be able to generate a paper printout of
your writing. And since the whole object of word
processing is writing, a printer is indispensable.
If you want to do word processing and must
choose between buying a disk drive first or a
printer, opt for the printer.
For casual word processing (average letter-
writing, etc.) you may find that a tape recorder is
a sufficient storage device. However, for more
serious applications, you'll probably discover that
a disk drive is necessary. Tape recorders can be
reliable, but they are very slow compared to disk
drives. Also, a disk drive adds flexibility to word
processing. Depending on the word processing
program, a disk drive can make it possible to easily
store frequently used paragraphs on disk for merg-
ing with other files; to link several files together
for very long documents; to merge files of names
and addresses with form letters; and other ad-
vanced functions. ©
PET/CBM/COMMODORE 64
I^)erClip
Professional Word Processor at a Breakthrough Price
PaperClip'"* performs all the advanced
features found in Word Processors costing
much more. . .
1) Full screen editing. 2) Copy/Transfer
sentences and paragraphs. 3) Insert/
Delete sentences and paragraphs.
4) Headers/Footers/Autom.atic page
numbering. 5) Justification/Centering.
6) User defineable keyphrases.
7) Supports both cassette and disk.
8) Variable data - Form letters.
9) Horizontal scrolling up to
126 characters.
10) Insert/transfer/erase
Also available for Commodore 64
Requires
Basic 4.0, 32 K memory.
n2S9P
Call or write for the
store nearest you.
BRTTERiES
knCLUDED
71 McCaul Street
Toronto, Ontario
Canada M5T 2X1
(416)596-1405
columns of numbers. 1 1) Add/subtract
columns of numbers. 1 2) Supports most
dot matrix and letter quality printers. In fact,
a printer set-up routine is supplied to
take the best advantage of the printer at
hand. 13) French and Math technical
character sets
available.
Parti
Constructing The
Ideal Computer Game
Orson Scott Cord, COMPUTEi Books Editor
In this first article of a two-part series, the author
examines curreutiy available types of home computer
games ami suggests a new approach: a game lohere the
player creates his or her own world. As an example, he
describes the elements of a ''game-building game" called
"Railroader/' It's something of a cross between tradi-
tional entertainment and computer programming.
Next month, the article concludes with advanced
applications and specific techniques for programming
Railroader on your computer.
When I first bought an Atari 400, I told my wife
all kinds of stories. About how computers were
the wave of the future. About how our kids had
to become computer literate. About how useful
the computer would be.
I didn't fool her. I didn't even fool myself. I
knew I was getting the machine because of the
games.
And I've done my time. My Super Breakout
game regularly tells me "Wow!" My Centipede
scores are respectable, and my wife and 1 make a
great team playing Ghost Hunter.
But now, after a couple of years with the ulti-
mate garne machine, I've discovered a dreadful
secret: true home computer games are rare.
Look at your games for a minute. What are
they actually doing? Most of them are doing what
pinball machines are designed to do - enticing
you to try to beat the machine, with the odds
hopelessly stacked against you. That makes sense
for arcade games. They are supposed to make
money, and the only way to make money is to
force you to play against the clock, pumping in as
many quarters per hour as possible. When the
local wizards started playing 30 minutes per quar-
ter on the Dig-Dug machine in the corner Seven-
Eleven, they flipped a switch inside it and sud-
30 COMPUTEI Juty1983
denly the old patterns stopped working. 1 stopped
getting 250,000 points a game - and the company
started getting a lot more quarters. That's business.
But why do home games have to play that
way? The arcade games are fun on the home
machine, at first. But they can get frustrating or
boring. After a while I begin not to care anymore
whether I get above 70,000 on Centipede, I'm never
going to "win," and I don't lose a quarter when I
don't win.
There's something worse than boredom.
Something a little pernicious. Teenagers who
come to my house to play my games have a great
time. But when my four-year-old son and I sit
down to a few games of Sahnon Run or Picnic
Paranoia, he almost always ends up in tears. Not
because I always win - I'm a nicer father than
that - but because the machine always wins. He
doesn't stand a chance. He can never finish. He
can never accomplish anything.
Why should all those wonderful graphics, all
those fantastic imaginary worlds, be devoted to
either frustrating my son or programming him
until he learns how to do his part perfectly?
Because that's what all but three computer
games I've tried end up doing ~ programming the
pilayer. Rewarding and punishing me until 1 learn
to display the correct behaviors. What are the
arcade wizards, except human beings who have
learned to obey the demands of a computer
program?
Don't get me wrong. 1 still love a new arcade
game. I'm in there flapping away at joust, making
hamburgers and McMuffins with Burgertime, and
mastering the art of swinging on chains and ropes
in Donkey Kong lunior. I'm as eager as anyone to
find out what the next screen will look like, to
find out what the programmer has created in his
or her little world. But it's still the programmer's
Braderbufld
compuTER erimES
And ftir VIC-20 owners, Unh
AmEJ^ A runaway best*seller for the^
Apple II and the Atari 400/800, Is a
winner for VIC-20
Giant robot stingrays designed to
fight pollution have run amok and
are attacking in waves from the sky.
A.E/** (^'stingray" in Japanese) is a graphic
masterpiece, with screen after screen of
spectacular 3-D effects. The arcade-styie action is masterful too, as you launch
your remotely-triggered missiles and detonate them precisely to coincide
with the swooping, diving, constantly changing flight patterns of the deadly A.E/s!
Ask your nearest Br0derbund dealer for a sneak preview of A,EJ^ and our
other vrC-20 games: Martian Raider/"* Multi-Sound Synthesizer™ Seafox,^
Shark Trap;* and Sky Blazer ™
round $oftujare
Br0derbund Software 1938 Fourth Street San Rafael, CA 94901
Now tor Hie CommodoiB 64
CHOPLIFTER!™lt*sthe
best selling game ever for the
Apple. In Its Atari 400/800
version, it zoomed to the top
of the charts. Now CHOP-
LIFTER!™ is available for
the Commodore 64.
Your challenge is to rescue
peace-conference delegates
held hostage behind enemy
lines. Amid heavy fire from
tanks, missiles and planes, you heroically maneu-
ver your daredevil chopper. You'll need all your
courage and skill to survive against treacherous
odds. The game's remarkable graphics and realistic
joystick control won*t let you give up. After aO, world
peace rests in your hands!
Ask your nearest Br0derbund dealer
for a sneak preview of Choplifter!™ and our
other Commodore 64 games; David's
Midnight Magic ™ Seafox/** and
Serpentine/**
Alan7fl!ppiCTiC?5orC^modore 64 and tBM PC. are regisiered
Itademarks o1 Alan, tnc . AppSe Compuler Inc.. Commodore
Electronics. Ltd.. and International BLfSmess Machines Corp,
icR'.UiC.tif- vn!'?;ion'"> "hown!
Desiflii the best new M *A*S*H
sometliiiig money canrt inxy.
Fame.
That's right, F-A-M-E.
Because if the game you design
Is good enough, we'll make it
and put your name on every one
we sell
And remember, you don't have
to be a computer programmer to
come up with a great game. You
just have to have a great imagina-
tion, and give us a short description
of your idea.
IF FAME ISN'T ENOUGH,
HOW ABOUT A FORTUNE?
$25,000 to be exact. That's how
much the game contract will
bring you. Guaranteed. What's
more, we're giving away a whole
list of prizes for the other great
game ideas we get.
• Four First Prize AMC Jeeps?
• 400 Second Prize Texas Instm-
ments 99/4 A™ Home Computers.
• 4000 free Fox Video Games.
EVERYBODY WINS,
Because the new M*A*S*H
game comes packaged with a
smashing M*A*S*H T-shirt.
Absolutely free.
HOW DO YOU GET STARTED?
Just buy the original M*A*S*H
game. The contest mles and entry
blanks are in every package.
And if you win, you might say
the rewards are monumental.
Games of the Century
THE M^A^S^H CONTEST.
IT'S A SMASH.
world, not mine.
Even the adventure games, both text and
graphics, usually boil down to puzzle-sol \ing,
out-guessing the programmer.
But in the home, where the family has un-
limited access to the computer, there can and
should be a different type of game. A different
kind of play.
What Is Really Fun?
I've noticed a couple of important things in my
family. First, about myself. I almost never stay up
late playing computer games. But I have been
known to stay up until three or four or six o'clock
in the morning working on a program. You might
say that, in a way, programming is much like
arcading: after all, BASIC is forcing me to react in
certain patterns, and I'm only just now beginning
to learn when to PEEK and when to POKE. I have
been trained, right?
There is a difference - all the difference in the
v^orld. When 1 program, I can save the result on
something a lot more permanent than a vanity
board. And Fm not just charting through someone
else's program - I'm creating something that never
existed before, at least not in the exact form I'm
giving it. When I'm through, there's a lasting
result. And I can take all the time in the world. 1
can take the time to do it right,
A second thing I've noticed is the way my
children plav when they arc) I't using the computer.
They do like a shoot- em-up game as much as
other kids. But games like that are only a minority
of the things they do.
They also like solving puzzles, and spend
much more time doing mazes or putting together
picture puzzles than they ever spend on fast-action
games.
Most of all, though, their playing time is spent
making things or pretending things. They spend
hours with wooden or plastic building blocks,
making castles or spaceships or houses or any-
thing they can imagine. They draw and color,
write stories or act out plays, dress up in costumes
or read aloud from books - whether they under-
stand the actual words on the page or not.
In fact, they do exactly what I like to do with
the computer: create their own small world that
works just the way they want it to w^ork. They
don't want anyone to tell them that they can't
make a castle that way, or to insist that six legs
are too many for a horse. "You made your txvos
backw^ard," we tell our son, and he looks at us
impatiently and says, ''Let me do it my way."
How many hundreds of dollars have we sunk
into our home computer? We own it, don't w^e?
Why, then, do we have so many programs that
tell us what to do? Why can't my children - or
my wiie and I, for that matter - play games that
34 COMPUni July 1983
let us tell the computer what to do, that let us create
something that will last, that let us use the magic
of the computer to make things we could never
make before?
The Few Games That Work At Home
I've found three games that approach the sort of
play that only the home computer can allow -
games that are neither elaborate puzzles nor
quarter-stealing pinballs.
Galahad and the Holi/ Grail. At first glance, this
Atari (APX) adventure game looks pretty much
like other realtime graphics adventures. Only
after you've played it awhile do you begin to
realize that this is the first game to give you the
freedom to play your own game. True, there are
fast-moving knights and spiders and a persistent,
maddening moth to kill you when your reflexes
are too slow, and there are puzzles to solve. But
there are no win conditions. The program never
congratulates you and says, "That's it, you've
solved it all" It's fun simply to explore the dozens
of different rooms and find out what secrets they
hold. It's no coincidence that my son loves to play
it, and has never found it frustrating, though it is
always challenging.
Eastern Front. This APX game isn't for chil-
dren, and there are definite win conditions, but it
is a war game that gives you freedom to plan your
own moves, to develop your own strategy, and
there are hundreds and hundreds of possible
ways to play, none of them "wrong." Your deci-
sions are shaped by events, but the events do not
control you any more than you control them.
{ATARI Program Exchange, 155 Moffett Park Drive,
B-I, P.O. Box 427, Sunnyvale, CA 94086,)
Pacemaker. It runs slowly, but 1 find that mv
son never gets impatient with the game from Spin-
naker. The choice of facial features is very limited,
but the important thing is the way the program
and the child interact, ll allows a child whose
drawings are still very primitive to make faces
that actually resemble real faces, and program
them to perform a series of actions. When my son
plays with Pacemaker, he is creating something,
and doing things with it that could not possibly
he done without the computer. (Spinnaker, 215 1st
St., Cambridge, MA 02142,)
The Five Types
There are probably other games that make use of
the special advantages of the home computer, but
the point is that they are distressingly rare. Most
of the games coming out today are variations on
the same old themes:
• Target Shoot. The targets move, they dance,
they are cute or they are menacing, but the game
always consists of shooting them down.
• Tag, The same old targets, but you have to
The Official
«IP%.-
s«.'
The game that puts space games in
perspective. Zaxxon", one of the most
popular arcade games of 1982. is now avail-
able for use with your home computer
system.
Zaxxon" technology and creativity present
a 3-dfmensional-like playfield which sets
Zaxxon '" apart from other computer games.
Zaxxon^" looks and sounds like aircraft
flight, and players can soar to new levels of
home computer entertainment. From the
daring attack on the enemy's floating for-
tress and the blazing battle against the en-
emy's fighter fleet to the final showdown with
the deadly armored robot, Zaxxon" chal-
lenges the skill and imagination of every
player at every level of skill.
Imagine yourself the pilot, attacking the
enemy fortress-climbing, diving, strafing to
score points and extra fuel. The enemy
fights back with a barrage of missiles and
gunfire. Then you face a fleet of enemy fight-
ers in a gripping dogfight of altitude strategy
and flying skill. Survive this battle and the
enemy's fortress, defended with laser bar-
riers, then you Ve earned the ultimate chal-
lenge; a blazing confrontation with the pow-
erful robot, armed with a lethal homing
missile.
Zaxxon "" is the one game that you must see
to believe. You have to play it to feel its im-
pact. If you're ready to face the challenge,
check with your local software dealer or
send check or money order with S2.00 post-
age handling. California residents add
6V2% sales tax. Available on cassette or
diskette. Suggested retail price S39.95.
Available on Atari ^ 1 6K cassette, and 1 6 32K
disk, Radio Shack' Color 32K cassette and
disk, Apple' 48Kdisk.
Ikiki
S%iMJL
y COMPUTER SOFTWARE
9421 Winnetka Avenue
Chatsworth. CA91311
(213)701-5161
c.1982Datasoft^ Inc.
, a registered trademark ol Datasoft Inc. '
Sega* and Zaxxoo" are regislered trademarHs of Sega Enterprises tnc.
catch them instead of shooting at them.
• Corning at You, Tag, only they're trying to
catch you or shoot you, anci you spend a lot of
time running and dodging.
• Scramble. You have to get from here to there,
and there are things in the way.
• Maze. Like scramble, only there are several
routes you can follow, and you have to figure out
the best one.
Have 1 missed anything? Even sports simula-
tions, like the sports that inspired them, are com-
binations of these elements. Football is tag plus
scramble - or coming at you, depending on
whether you're playing offense or defense.
Hockey is target shoot plus scramble. Baseball is
scramble, target shoot, and tag. Lots of fun, but
all these w^onderful new^ games are just combina-
tions of the same old things.
New, creative game elements are getting
rarer. An arcade game like joust, which really
does introduce a whole new w^ay to move a player
on a screen, still turns into tag-plus-scramble once
you master wing-flapping. Donkey Kong Junior
has that wonderful swinging motion and the dif-
ference between two-handed and one-handed
climbing, but it's still a maze with things coming
at you.
What else is there?
Games That Let You Create
What I want to see are games that let the player
create things. BASIC and LISP and PASCAL and
PILOT all fit the bill - but they also require mas-
tering some pretty sophisticated concepts. They're
fun, but they aren't exactly play. What 1 would
like to see is something as simple as building with
wooden blocks, while exploiting all the strengths
of the home computer.
And what are those strengths?
1. Time. Running out ofquarters doesn't mean
you have to quit. Nobody's rushing you to finish.
You can think, instead of letting the computer
train your reflexes.
2. Permanence, You can save the result of
w4iat you've done, change it, re-use it, limited
only by the number of cassettes or diskettes you
have on hand.
3. Wor/d creation. You're manipulating num-
bers, it's true; but the result can be visible and
audible, and it can move. You can create worlds
the way fiction writers create them, and bring
them to life as, until now, only movie-makers
could.
4. Individuality. It's your computer. Why
shouldn't the results of your play, and your chil-
dren's play, be uniquely your owai? Why should
the only difference betw^een you and any other
player be your score?
Let's Design A Game
It's easy to talk about this kind of game. It's only
a little harder to design it. So I'll give you a detailed
game design that you can program. But after what
I've said about individuality and creativity, there's
no way 1 could provide you with a complete pro-
gram listing. I'll just offer detailed documentation
for the game, then a few hints on how^ to program
it, and let you design the way the program works
yourself. It can easily be executed in BASIC,
though at some points you may be happier with
machine language subroutines.
(The documentation that follow^s is long and
detailed, but w4ien you're designing a computer
game, it's usually a good idea to figure out exactly
what the player's experience of playing the game
will be like. This is especiall)^ true if you aren't as
conversant with your programming language as
you are with English. By waiting out the instruc-
tions and rules first, as I have done here, you can
save yourself debugging and revising time later.)
Railroader
You are building a network of railroads. When
it's all built, you control the switches and make
your train run on the tracks wherever you want.
The game, though simple enough for a pre-
schooler to master, is really an introduction to
programming. Model railroaders were designing
loops and branches long before electronic computers
were a twinkle in Sperry-Rand's eye. If the player
does not close all the loops and resolve all the
branches, the program will provide a few re-
minders. If the player still refuses to tie up loose
ends, the program will do it.
And, for those who have the most fun playing
cooperatively with someone else, the program
allows two players to design railroads on the same
screen, and run their trains at once (with some-
times disastrous effects).
The Track-Laying Stage
"Railroader" begins by announcing its name and
finding out the answers to a few questions. Do
you want to lay track or run a train on an already-
created track layout? Will there be one or two
players? Do you want to lay track at the beginner
or expert level? Do you want to save the track
layout you create, and if you plan to save it in a
disk file, w^hat should the file be named?
When you have made your selections and
pressed START, the screen displays a list of
instructions:
"Use joystick and joystick button to lay
track units,"
"Type 1 to go on to the next track unit."
"Type 2 to choose w^hich railroad spur to
complete."
36 COMPUTE! July 1983
BECOME AN INTREPID SPACE ADVENTURER
by William Muk
CoCo version by Roger Schrag
Atari version by John Anderson
Far beyond the known galaxies, you
venture deep into the vast reaches of outer
space. But you are not alone! In a flash,
without so much as a how-do-ya-do, they're
in hot pursuit and you're left to do before
you're done unto. Can you elude your
pursuers? Will you elude your pursuers? And
who are these guys anyway? Find the
answers to these and other compelling
questions in AREX. See your dealer today!
AREX . . . Coin-op arcade realism at home
for 1 to 2 players.
AREX
CoCo 16K TAPE
TR&80 Model 1 S 3 16K TAPE
TR&80 Model! & 3 32K DISK .
0600172 $34.95
0100172 S34.95
012-0172 S34.95
OR FLY HIGH IN THE IKDRLD OF HIGH FINANi
by George Schwenk
TRS-80 version by Dave Simmons
CoCo version by Roger Schrag
**Yas, after purchasing diamond nnines in
South Africa, oil wells in Saudi, and rare beer
cans in Walla Walla, Washington, I had begun
to wonder what other trendy commodities
remained to be added to my swelling
portfolio. Then a snip of a ticket girl dared to
tell me (ME, Hartley J. Wormsflather III!) that
my flight was overbooked. To avoid future
misunderstandings, I bought the airline."
*M think I'm on to something profitable
here." Hartley J. Wormsflather
AIRLINE . . , A no-holds-barred strategy game
for 1 to 4 players.
AIRUNE
ATARI 400 & 800/ CoCo/ Model 1 &316K TAPE., 1400169
Published by
U
INTERNATIONAL
write for our free catal
8
please) or
ARE INVIT
"Type 3 when your layout is complete. At this
point, if you haven't brought every spur back
to the main line. Railroader will do it for you,
and if you want to save the layout. Railroader
will save it."
"Press any key or joystick button to begin."
When you give the signal, a light green screen
appears. If there is one player, a single orange
square appears about one-quarter of the way in
from the left on the bottom of the screen. If there
are two players, a second square appears a quarter
of the way in from the right. These squares work
like cursors - they mark the area where you are
laying track.
Laying Simple Track Units
(The Beginner Level)
To lay track, use your joystick. Push forward to
make a straight vertical track unit appear in the
square. Push left for a track that curves to the left,
right for a track that curves to the right. If you
change your mind, push a different direction,
and the track unit changes. However, the first
track unit always starts at the bottom center of the
square.
These simple hack units look like this:
■\
~\
When you are satisfied with your choice, you
reach over to the computer and type 1 . Your square
now moves to the blank area just beyond the end
of the track unit you placed on the screen. If you
put on a straight track, your square will appear
just above it; if you curved left, your square will
appear to the left.
If you are playing alone, you may immediately
lay the next unit of track; if there is another player,
you must wait your turn to lay track again; when
the other player types 1, it will be your turn.
The next time you lay track, your new track
unit will begin where the old one left off. If you
curved left before, your new track unit will start
in the middle of the right-hand edge of your cur-
sor, like this:
Cursor
-
i V>/// / /////////////
i-
Again, to lay simple track units you have
three choices. Let's say that you curved left on
your first track unit. Now if you push the joystick
left, a straight horizontal track unit will appear. If
you pull the joystick toward you, the track will
make another curve, this time downward. If you
push the joystick away from you, the track unit
wall curve upward.
With e\ ery simple track unit you lay, the
track will always begin where the last square left
off, and will end up heading in one of the three
valid directions you can push the joystick.
If you cause the track to end at the edge of
the screen, your cursor will appear at the opposite
edge. This means that track that ends on the left
side of the screen is continued on the right side;
track that ends at the top is continued at the
bottom.
Erasing. If you want to go back and change
the last track unit you completed, push the joystick
in the direction of that track unit. Any track unit
you laid in the new position will be erased, and
your cursor will move to the former square, where
you can either lay a track segment or go still farther
back, erasing each track segment as you leave it
behind. You may erase as many track units as
you like, or stop at any point and lay a new track
segment. But remember, if you are playing with
another player, your turn ends w^hen vou type 1.
You can erase as many units as you like, but you
can lay only one track unit.
When Tracks Touch. Ai the beginner level, if
you cause the track to touch an existing track seg-
ment, either your own or the other player's. Rail-
roader will automatically create the following
valid patterns:
■\
^
V
Crossover
Curved by-pass
At the beginner level, and whenever you are
touching the other player's track units, you may
not cause the two tracks to join. If you are about
to cross a curved track, you can choose to curve
onhj in the opposite direction. If you are about to
cross a straight track, you can lay only a straight
track across it, not a curve that would join it. And
if a new track unit would cause your track to run
into the end of another player's spur, you will be
allowed to lay only curved tracks that turn away
from the other player's track:
38 COMPUTE! July 1983
miiM*DflTflj SOFTWARE
FORTHECOMMODORE64; PET:ANDVIC20
TAKE AN EXCITING TRIP
DOWN AVENUES OF
ADVENTURE WITH:
• Pakacuda*
• Escape*
• Logger*
• Ape Craze*
• Centropods*
• Supercuda*
• Street Maze
• Caves of Annod
• Capture the Beast
• Market
THROUGH TRAILS OF
CREATIVITY WITH:
• Sketch and Paint
• Music Mentor
u A
,g
12345 _
9x9=81 8
y^
I
& *;i
ARRANGE PASSAGE TODAY!
ALONG THE PATH TO
KNOWLEDGE WITH:
• Wordspot
• Math Tutor Series
• Alphabet Tutor
• Geography Smash
• Gotcha Math
• English Invaders
• Math Invaders Series
ASK FOR COMM*DATA
COMPUTER HOUSE SOFTWARE
AT YOUR LOCAL DEALER.
Or Send for FREE Complete Catalog:
COMM*DATA COMPUTER HOUSE
320 Summit Avenue
Milford, Michigan 48042
(313)685-0113
Dealer Inquiries Welcome.
Commodore 64, PET, and VIC 20 are Registered Trademarks of Commodore Business Machines, Inc.
"High Res Full Machine Code Arcade Style Games.
Not Allowed
Allowed
',
nu^uutifufun t
hnffinffutnnnm
i
your track
oth
er track
i V
V
"^
\
^
^
"ifUTTTf iff iimni
your track
other track
your track
other track
V v^
\
^
^
]
■\
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your track
other track
your track
other track
your track
other track
Erasing Crossovers and By-passes. If you are
erasing and come to a unit where your track by-
passes or crosses over another track, either your
own or the other player's. Railroader will leave
the other track intact, and remove only the track
from the line you are erasing.
Ending the Track-laying Session, With the
beginner-level game, that is the whole track-laying
sequence. You just keep laying track until you
match up the end of your track with the beginning
at the bottom of the screen. When you are ready
to quit, type 3. If you haven't linked your track
with the beginning track unit. Railroader will
automatically lay track from the last unit vou
created until it links with the first unit, so that the
track always makes a closed loop.
Next month we'll go on to the Expert l^evel Game,
COMPUTE!
The Resource,
40 COMPUTE! July 1983
V3-^'%^
THE PLACE: a remote outpost on an ice world light years from earth.
Suddenly the small planet THULE is surrounded by alien life orbs destined to change the atmo-
sphere to suit themselves. However, this speils certain death for your base as the frozen mountains
start to melt!
You take the command of your single seat fighterto destroy the aliens before it's too late. But you
didn't know the aliens had help. . .
STAR SENTRY is an arcade-type space action game written entirely in machine language for
one player. Cassette or disk, 24K. $29.95.
—^V]
Wi
wrmr
: •A. mi
.^^Hjt^^^
•^
RO. BOX23
\A/ORCESTER. MA 01603
{61T)892-348S
Star Sentry is a trademark of A.N.A.L.O.G. Software.
NEW PRODUCTS
AT THE COMDEX/SPRING
COMPUTER SHOW
Tom R Holfhill Features Editor
Neza products displayed at the Comdex/Spring confer-
ence, held in Atlanta during late Aprii show a trend
toward still more home computers, lower-priced home
peripherals, and increasing support for the popular
home computers already on the market.
This year's Comdex/Spring show was more inter-
esting than most for home computerists. Known
officially as the ''National Spring Conference Ex-
position for Independent Sales Organizations/'
Comdex is primarily a sliovv for computer dealers,
manufacturers, and businessmen. Consequently.
almost all the wares on display at this large show
are for the more expensive personal and business
systems.
At the show this year, however, there seemed
to be more than the usual number of exhibitors
displaying products for lower-priced home com-
puters. Two new home computers were shown -
both imports; several low-cost printers and other
peripherals made impressive appearances; and
software started catching up with hardware (at
least a little) as new programs were introduced
for all the popular home computers. Most of these
products should be on the market by the time this
article appears. Here's a rundown:
New Computers
It's hard to imagine how the low-end home com-
puter market can absorb many more machines,
especially with such leading contenders as Com-
modore, Texas Instruments, Atari, and Tandy
engaged in runaway price wars. But the home
market is expanding so fast that no one wants to
be left out, least of all the Japanese and the
British.
That's why you can expect to see more im-
ports invading the U.S. market. The British suc-
cess with the Timex/Sinclair isn't easily ignored.
42 COMPl/TE! July 1983
The newest British entry is the Oric-1, man-
ufactured by Oric Products International Ltd., of
Berkshire, England. Reputedly the second best-
selling micro in Britain and Europe (next to the
Sinclair), the Oric-1 appears to be a good computer
in search of a good U.S. distributor. An Oric rep-
resentative said the company experimented with
mail order sales, but quit in favor of setting up a
more conventional distribution network. Oric
hopes to have one in place by midsummer.
The standard Oric-1 includes: 16K of Random
Access Memory (RAM); a 57-key keyboard, with
moving keys arranged typewriter-style; full repeat
on all kevs; standard ASCII character set with
upper/lowercase; 96 redefinable characters; 16
colors; 40-column by 28-row screen display in text
mode; and a 240- by 200-pixel high-resolution
graphics mode. For sound there is a three-channel
sound synthesizer with a seven-octave range and
programmable envelopes, similar to the Commo-
dore 64, an internal speaker, and connections for
external speakers.
A cassette interface works at 300 baud or a
very fast 2400 baud, and interfaces include a built-
in Centronics-standard parallel printer interface;
an expansion port for RAM and Read Only Mem-
ory (ROM) cartridges; and a Red -Green- Blue
(RGB) interface for high-resolution color video
monitors. The built-in BASIC programming lan-
guage includes such interesting commands as
INK and PAPER (for color control), DOUBLE,
FLASH, and INVERSE (for character control),
DRAW, CIRCLE, and PLOT (for graphics), and
even SOUND, MUSIC, PLAY, PING, SHOOT,
EXPLODE, and ZAP (for sound control).
The Central Processing Unit (CPU) is the
6502A microprocessor, basically the same chip
found in Apple, Atari, and Commodore com-
puters. While this doesn't mean the Oric-1 is
^P)tf U Wd my KoalaPad TbucftTal
f kid KoalaWarc software ^^ ""
J^K ^'M
I
Introducing the KoalaPad™ At less than $125 -with software -
it's the friendliest, least expensive graphics pad on the market.
Your Atarif Commodore,® Apple,® and IBM® customers will love it. They'll find it faster than
paddle controllers. More flexible than joysticks* And much easier to use than a keyboard.
Plus it's compatible with most of their game and educational software. And most KoalaPad sets
come with a graphics program called Miao -Illustrator™ The most exciting way yet to create colorful,
high resolution computer graphics. At the touch of a finger.
There are KoalaWare programs for computer fans of all ages.
Dancing Bear,"^ the funny, furry computer cabaret. Spider Eater™ the
lively music learning adventure. And Spellicopter,™ the action-
packed spelling game.
Sellmg Koala products is as easy as falling out of a tree.
Particularly with our 5% co-op allowance, color p.o.p. materials, and
traffic-building promotions. Not to mention our extensive national
advertising featuring, ahem, yours truly.
For the name ofyour nearest Koala distributor, call toll free
800-227-6703, (in California, 800-632-7979).
Or write to Koala Technologies Corporation,
4962 El Camino Real, Los Altos, CA 94022.
<;;phaala
Technalagies Carporation
We make computing more personal,™
Trademarks: KoalaPad, KoalaWare, Spider Eater and Dancing Bear are trademarks of Koala Technologies Corp. Micro ^Dlustrator Js a trademark of Island Graphics, and Spellicopter is a
trademark of DesignWare Inc. r- *-
X^^"^:'
■-LI
Ijookwhat
tor your VIC 20.
'ast actioiir Conh plex^^trateg les.
Interesting characters. Supe-
■ rior sound effects. Multiple levels
of play Ij^r-^^^rTSL/
These are the things you want
from your VIC 20™
They're also the things you get
from Tronix. From the people who
brought you Swarm!, Sidewinder
and Galactic Blitz. r">-yL. / '7^
^7- And now, there'smofe. "^
' Now Tronix brings you the same
rewarding rapid-fire excitement in
three brand-new game cartridges.
7^ Each one is something dif
ferent. Something new. But they a^
have one thing in common.
/ "'^ They're all designed to bring
/ out the best in your VIC 20.
You shouldn't settle for any
thing les
oii«»*
BJ^
By ,
Jimmy Huey :^
In a predatory world ^
of killer worms, dragons, stalk-/ '^
el's, pods and fly traps, the scor- TW-
pion prowls the maze in search 7---/^
of sustenance. Frogs and their
eggs rnean survival to the scorpiony
But they can also mean instant ^
death! (Suggested retail $39.95).
7^
r--^-/
7-^,
we have in store
Your helicopter gun-
ship hovers over the enemy's
military bases and missile emplace-
ments. Your mission is to destroy
them. But as the sky fills with smart
bombs and anti-aircraft fire, there's
less and less room for a wrong
move! (Suggested retail $39.95)
By
Corey Ostman.
Deep in the earth, a
7^^ fortune awaits. But the dark
passageways are filled with peril as
well as profit. Runaway boxcars.
Crashing boulders. A claim jumper
with murder in his eyes. Be careful.
But be quick— oxygen is in short
supply! (Suggested retail $39.95)
8295 South La Cienega Blvd., Inglewood, CA 90301
Look for Tronix games in your nearest store. If you can't find them there, write to us.
VIC 20''*' IS a trad^rpar k ol CcHnmodof^Electfomcs I rd
compatible with these computers^ it does mean
that machine language programmers could adjust
to it fairly easily.
The standard Oric-1 will sell for about $120 in
U.S. funds. For about $240, there's a 64K RAM
version with 16K of overlaid ROM, similar in ar-
rangement to the Commodore 64.
Oric also makes a full line of peripherals for
the Oric-1. At Comdex, Oric was showing pro-
totypes of a microfloppy disk drive using the
Hitachi 3-inch disks. The microfloppy is expected
to sell for about $240.
If Oric succeeds in setting up a good U.S.
distribution network, the Oric-1 could prove com-
petitive in this country, especially if its overseas
software base is also brought to America.
The Japanese Sord
Of course, the Japanese aren't standing idly by,
either. Their newest export to the U.S. is the Sord
M5, a $199 computer with impressive graphics
and three different plug-in BASlCs. The M5 is
made by Sord Computer Systems, the fastest-
growing microcomputer company in Japan.
Founded in 1970 with $2500 by 26-year-old
Takayoshi Shiina, Sord now commands about 15
percent of the Japanese business microcomputer
market. Sord is exporting a line of high-end per-
sonal and business computers to the U.S., and
the M5 is its first home computer.
The M5 will be sold in two different config-
urations: the M5 Fun Computer and the M5 Multi-
Computer. The basic specifications are the same:
20K of RAM expandable to 32K (although 16K is
used for the screen); 8K of ROM with a machine
language monitor; 16 colors; a 55-key keyboard
with moving rubber keys; upper/lowercase and
graphics characters; a flip -up top that conceals a
cartridge slot for games, programming languages,
and other plug-in "firmw^are"; built-in Centronics-
standard parallel printer interface; cassette
interface for standard tape recorders; sound gen-
erator; Z80A CPU; and a Texas Instruments video
chip which allows up to 32 sprites (screen objects
which can be created and animated by your own
programs).
The two packages do vary, however, in terms
of included accessories. The M5 can accept any of
three BASIC language cartridges - BASIC-I (Intro-
ductory), BASIC-G (Graphics), and BASIC-F
(Floating Point). BASIC-I is for beginners and
children, BASIC-G is for general home use and
graphics programming, and BASIC-F is a full-
fledged floating-point BASIC for business,
science, and math applications. The M5 Fun Com-
puter comes with BASlC-1 and a game cartridge.
The M5 Multi-Computer comes w^ith BASIC-G,
an interesting dialect with special commands for
the graphics and sprites. The Multi-Computer
46 COMPUTE! July 1983
also has a carrying case and the FALC cartridge, a
home data base program adapted from Sord's
business software.
The M5 will be distributed through local
dealers by Sord Computer of America, New
York.
The Gorilla Banana
When personal computers cost $1000 or more, it
seemed reasonable that printers sold for around
$500 or $600. But now that full-featured home
computers are widely available for under $100,
the same printers can seem disproportionately
expensive. That's why manufacturers are rushing
to produce printers (and other peripherals) that
are priced for the hundreds of thousands of
people who are buying inexpensive mass-market
computers.
Vie Gorilla Banana is the first in a new Hue of low-cost
peripherals from Leading Edge.
Several new low-cost printers were seen at
Comdex. Probably the one which attracted the
most attention was the Gorilla Banana, the first in
an upcoming line of low-cost peripherals from
Leading Edge Products, Inc., of Canton, Mas-
sachusetts (best-known for Elephant Memory
disks). Due this summer at S249.95, the Banana is
an 80-column, tractor-feed, unidirectional, dot-
matrix printer capable of 50 characters per second.
It has four character sets (U.S., British, Swedish,
and German), a double-width print mode, and
upper/lowercase (although without true descen-
ders). There's also a dot-addressable graphics
mode with a density of 63 x 60 dots per inch.
The Banana attaches directly to any computer
with a Centronics-standard parallel printer inter-
face. Computers without a parallel port will need
an interface at extra cost. An interface for Com-
modore 64 and VlC-20 computers will be available
for $29.95, and an optional cartridge for the same
price will allow the Banana to print the special
Commodore graphics characters.
Another interesting 80-coIumn dot-matrix
printer is the STX-80 from Star Micronics, Inc., of
Dallas^ Texas, Suggested retail is $199. Although
the STX-80 is a thermal printer- it uses a special
print head and heat-sensitive paper to form its
type instead of an inked ribbon - you wouldn't
HES:
Expanding
the Computer
Experience.
HES offers a broad range of soft-
ware and peripherals for Commo-
dore 64, VIC 20, Timex-Sinclair,
and Atari computers.
These products include exciting
educational programs, versatile
utilities, and series of hot challeng-
ing computer games. Contact your
distributor or HES now for full
product information.
< 1983 Human Engtrieered Soltwaie
commodore 64 and VIC 20 are TMs or Commodore.
Human Engineered Software
A Division of USI International
71 Park Lane
Brisbane, California 94005
Telephone: 415 468 4110
us
Wm.
^■■^%
5^"
Gartridqe
fprV!G?0
^■ife^
tM^SJ55oi*
^''
••;5<^i'SifeM'^^|^-|
guess it from the printouts. The thermal paper
looks and feels much like standard typing paper.
Unlike most thermal paper, which is silver, this
paper is white with crisp black lettering. The STX-
80 is a unidirectional printer that works at 60
characters per second, has upper/lowercase with
true descenders, a double-width text mode, block
graphics characters, European characters, a dot-
addressable graphics mode, and a Centronics
parallel interface.
Star Micronics also offers a 40-column, inked
ribbon, dot-matrix printer for $250. The DP-8240
prints at 50 characters per second, has friction or
tractor feed, upper/lowercase without true
descenders, graphics characters, scientific and
European characters, and a dot-addressable
graphics mode.
The lowest-priced printer exhibited was the
$129.99 Impact Printer from Fidelity Electronics,
Ltd., of Miami, Florida, The Impact Printer works
with the VIC-20 and Commodore 64 with no ad-
ditional interface. Printing at 30 characters per
second, it has a 24-column line and uses standard
adding machine roll paper. Other features include
upper/lowercase, graphics characters, inverse
characters, and dot-acidressabic graphics.
Custom Joysticks
Since the "feel" of a joystick is highly subjective,
manv independent companies are introducing
"custom" joysticks for those who dislike the stan-
dard models (for an overview of custom game
controllers, see "The Joy Of Joysticks," COM-
PUTE!, Februaiy 1983). A few more new joysticks
surfaced at Comdex.
Suncom, Inc., of Northbrook, Illinois, makers
of the Slik Stik and Starfighter joysticks for Atari-
ct^mpatible computers, came out with a Starfighter
model for the Apple. The Starfighter is about the
same size and shape as a standard Atari joystick,
but with comfortably rounded edges. Overall, it's
a luxurious controller with right- and left-handed
fire buttons; an alternate fire button for games
that require two buttons; a centering adjustment
to fine-tune the stick's neutral position to each
Apple; a switch to select either a long or short
throw of the stick; and a high-low sensitivity
switch to further tune the stick's response. Also,
Suncom guarantees the Starfighter for two years.
Suggested retail is $49.95 for the Apple He version
(a $5.95 adapter is needed for the Apple II/II + ).
Suncom also introduced two new controllers
for Atari-compatible machines (Atari 400/800/
1200XL, Commodore 64 and VIC-20, Atari VCS
2600, Sears Telegame). The most unique is the
Joy-Sensor, a stickless joystick. The Joy-Sensor is
a hand-holdable box with a flat disc where the
stick should be. Instead of flexing a stick, you
rock the disc. It lists for $34.95.
Suncom's other new joystick is the TAC-2
(Totally Accurate Controller). This looks like an
adaptation of the Starfighter, with the addition of
a longer, ball-tipped stick, and both right- and
left-handed fire buttons. The TAC-2 is guaranteed
for two years and lists for $19.95.
For users of Texas Instruments computers,
Suncom introduced a $12.95 adapter so that Atari-
style joysticks will work on the TI-99/4A, and a
$13.95 dual cassette recorder adapter.
Since the "feel" of a joystick
is highly sub|ective, many
independenf companies are
Introducing "custom" joysticks
for those who dislike the
standard models.
Two new joysticks were also introduced by
the Kraft Systems Company of Vista, California.
The Kraft Joystick is a lightweight Atari-compatible
controller with an unusually short, tlexible stick
designed for fingertip action. It includes an extra-
long eight-foot cord, a one-year warranty, and
retails for $16.95. Another joystick, the Switch-
Hitter, has two fire buttons for use by right- or
left-handed players. Otherwise identical to the
Kraft joystick, it retails for $19.95.
Accessories And Peripherals
Numerous other add-ons were introduced at
Comdex/Spring, too. Here are some which de-
serve special note:
• A low-cost modem for the Apple. The $119
Networker modem, by Zoom Telephonies, of
Boston, Massachusetts, plugs into a single expan-
sion slot and requires no other connections or
external power source. It's a 300-baud direct-
connect modem that hooks up to any modular
phone jack. It has an originate/answer switch, a
carrier detection LED, and is compatible with any
standard telecommunications software. For $169,
the Networker comes with Netmaster, a terminal
program with upload/download, and a 40K text
buffer (on a 64K system).
• Plug-in boards for Commodore and Texas
Instruments computers. Microtek, Inc., of San
Diego, California, introduced a $299 64K memory
board for the TI-99/4A which fits into the expan-
sion box. A 32K board also is planned. For the
VIC-20,' Microtek introduced VIGOR (VICs Grand
48 COMPUTES July 1983
1983 SpACtro Vid«o, Irtc
THE PERSONAL COMPUTER
YOU'LL GROW INTO, NOT OUT OF.
SPECTRAVIDEO SV.318 COMPUTER COMPARISON CHART
SPECTRAVIDEO
SV)1«
APPLE 11 KUS
ATARI BOO
COMHOOORC (4
NECSOQi
RADIO SHACK
COLOR COMPUTER
BASE PRICE
S299
t1,S40
SBN
SS9S
i3^
S299
COMPUTING POWER FEATURES
BUItT-IN ROM
33H
l?K
1(JK
2W
1SK
m
EXPANDABLE TO
WK
NfA
«K
NfA
33K
16K
BUILT-IN EXTENDED MICROSOFT* BASIC
VES
YES
AOOIUONAL COST
MO
YES
ADDITIONAL COST
BUILMN RAM
nn'
*BK
leK
64K
ICK
*R
EXPANDABLE TO
t«Hl"
64K
4&K
N^A
33K
lEK
KEYflOAHD FEATURES
NUMBER Of= KEYS
/I
'jl
bi
C«
n
Si
USER DEFINE FUNCTIONS
10
N.rA
4
8
10
NONE
SPECIAL WORD PflOCESStNC
I'es
UO
NO
NO
NO
NO
GENERATEDCRAPHICS (FROM KErBOARD*
^£S
NO
YCS
yts
NO
NO
UfPEfi.'LOWtRCASE
ihS
UPPER ONLY
YES
YES
YES
YES
GAfMEJAUtJlOFEATuBES
SEPARATE CARTniDGE SLOTS
ves
NO
YES
NO
NO
NO
BUILT-IN JOYSTICK
VES
NO
r^O
NO
NO
NO
COLORS
le
li
12S
IE
9
9
RESOLUTJON (PIXEL51
?» r 192
JSOi 16Q
3?Q«19J
320*200
256*112
tSfluM
SPRITES
M
NIA
e
N/A
N«
SOUND CHANNELS
3
1
4
3
3
1
OCTAVES PER CHANNEL
e
4
*
a
10
AOSR ENVELOPE
YES
NO
NO
YES
YES
NO
PERIPHERAL SPECIFICATIONS
CASSETTE
? CHANNEL
1 CHANNtL
?CMA»<NtL
1 CHANNEL
I CHANNEL
1 CHANNEL
AUOtO iO
YES
HQ
YiS
NO
NO
NO
BUILT IN MJC
YtS
NO
NO
NO
NO
NO
DISK DftlVE CAPACITY
»eK
143K
96K
If OK,
WA
1?^
(LOW PROFILE)
YES
«o
HO
NO
NO
NO
CPj¥' COHPATi0!LfTY f M CDlumn programs)
ttS
NO —
NO
NO-
CP/M' 3 0
vtS
HO
JiO
NO
NO
NO
' CoiiimnjDft 64 Kx«p(3 40 cciutnn CP/M
FOR UNDER $300 ^^TWHy/ga7
This device has nol been approved by the Federal Coinniufticatiofis Commission.
This device is rat and may not be offered for sale or lease, or sold or leased uniil
Ihe approval oi the FCC has been obl^ined.
SV3I8
Represented Nationwide by The Lexingston Group
(301)664-6611
P6RS0NAL COMPUTER
SPECTRA VIDEO INC . 39 W 37m St N Y , N v >OOm
Sadiy. many pmsona! computQrs wiH become fomor row's
junk in the attic. 7heSV'3l8isoneft^at wllinot. Because os
you get better, it gets better, tt does so because of its
copobility and BxpandabiHty—both for beyond tt)oseof
any other aftordable computer.
CAPABILITY. The SV-316 isn't Just more capable, it's much
more capabte. No ottier computer at even twice the price
combines oH these extraordinary features: 32K /?OjM
expandabte to 96K; 32K RAM expondabie to 144H;
Extended Microsoft Basic (the industry standard): even
Standard CPft^ eOcolumn capability soyaucon
immediate ty utiiize over 10,000 existing software
programs.The SV-3i8 also has a un/qi/e buitt-in joystick/
cursor controi—an immeasurabty useful teature when it
comes to playing your favorite video game.
EXPANDABtUTY. As you become more and more skillful
with computers, you'll love how the SV-31B "sttetches" to
meet your demands (dnd actuoiiy leads yau in foscinoting.
new directians). Far one thing, all eleven of our important
peripherals are available immediately. With most ott}er
models, you have to wait months. Far another, the SV-318 is
beautifully designed to interface with new options as they
became available.
AFFORDABIUTY. The SV-3W is hot ohty emlnentty afford-
able, it's the first true bargain of the computer agel Besides
home budgeting, business applicatians, wotd processing,
programming and seitteachihg. theSV-3!disthe best
entertainment value in town. Not only can you use it with
your TV to play hundreds of different video games, you
con also use your SV-318 with a TV as a drawing tablet or
music synthesizer, in play, as in wori(. the SV'3}6 will
continually expand to meet your patentiai
Whether you're just wetting your foes in computers, or
fully asoifon the woofers, the SV-3}6 is a computer that will
serve you tor many, many years. You see, we believe that
even in the computer age, you don t become on object of
real value unless you're around for a white.
Old RAM-cage). This is a $39.95, three-slot ex-
pansion board. For both the VIC and Commodore
64^ there's the CC-2064, a $70 interface cable which
allows the computers to drive parallel printers,
• New disk drive for Atari. The Rana 1000
Atari-compatible disk drive, by Rana Systems, of
Carson, California, also was shown at the West
Coast Computer Faire in San Francisco a few
weeks before Comdex/Spring. Due on the market
this summer, the Rana 1000 is switchable single/
double density and will retail for $449 ($49 extra
for the double-density Disk Operating System).
The Rana 1000 disk drive for Atari offers single a} id double
density for $449.
It has some unique features not found on other
drives: a write-protect button, a unit ID button
(which tells you the drive's position in the daisy
chain if you have several), an error button (which
returns an error code), and a button which lets
you know which track the head is reading or
writing. What's more, the drive runs very quietly
and is only about a third the size of a standard
Atari drive.
• Network systems for Atari. These systems
look like tliey'd be ideal for classrooms, computer
camps, and even users groups. With the Quick
Share, you can hook up to four Atari computers
to a single disk drive, 850 Interface Module, and
printer. The Quick Share continuously scans the
four computers for input/output commands and
lets them access the devices on a first-come, first-
served basis. Four blinking LEDs let users know
when the devices are busy. It costs $595 and is
available from Wolsten's Computer Devices, Inc.,
of East Orange, New Jersey. The company also
introduced a similar, but larger system primarily
for classroom use. Called the Network 216 and
Monitor 16, it allows up to 16 Ataris to connect to
a single drive and printer. In addition, the master
station hooks up to a TV so the operator can see
what's happening on any one of the 16 computer
monitors. A headset with a microphone plugs
into the station so the operator can converse pri-
vately with any of the 16 students (the operator's
voice comes through the TV speaker). This looks
like a great way for teachers to make sure their
50 COMPUTE! July 1983
students aren't playing Centipedes on the sly. It
will sell for $1995, cables extra.
• Supermother for VIC-20. What's a Super-
mother? It appears to be the largest expansion
board available for the VIC, This huge board has
eight switch-selectable slots for memory and pro-
gram cartridges, a system reset button, a pause
button that freezes games or other programs, and
a switch that lets you back up cartridges on tape
or disk. It retails for $149.95, from Compuscope,
Inc., of Tillamook, Oregon.
Educational Software
Now that more schools are acquiring computers
for their students, and more parents are buying
home computers for their children, the demand
for good educational software is becoming almost
unquenchable. Fortunately, some companies
with background in other educational fields are
starting to get involved in software.
Among these is Scholastic, Inc., of Englewood
Cliffs, New Jersey. Remember the Weeklif Reader?
Scholastic is now introducing Wizware, a line of
programs for Apple, VIC-20, Atari, and Texas
Instruments computers. The first samples are
entertaining and colorful and make good use of
each computer's special features. Among the in-
teresting programs at the show were Turtle Tracks,
which uses turtle graphics to teach programming
by creating drawings and songs; The Square Pairs,
a memory game; and Your Computer, a how-to
introduction to computers with a robot narrator.
Another line of educational software was
displayed by Edu-Ware Services, Inc., of Agoura
Hills, California. Most were for the Apple, with a
few for the Atari. Ranging from preschool to col-
lege level, the programs cover basic math, algebra,
spelling, reading, perception, and SA T/PSAT
preparation. One of the most interesting packages
was Hands On BASIC Programming, an introduction
to Applesoft BASIC with additional instruction
on more advanced BASICs. It includes a 185-page
manual and two disks of sample programs.
Microfloppy Update
More shots were fired during the show in the
continuing microfloppy wars (see ''Mass Memory
Now And In The Future," COMPUTE!, March
1983). Since nobody has agreed yet whether to
adopt the 3-inch, 3V4-inch, or 3^2- inch standard,
everyone seems to be going their own way.
Thus Verbatim Corp. of Sunnyvale, Califor-
nia, widely known for its larger diskettes, unveiled
a prototype of a 3^/^-inch microfloppy disk. The
3V2-inch size is backed by Sony, and Verbatim's
microfloppy will be manufactured under license
from Sony. However, Verbatim is varying a bit
even from Sony's standard in order to conform
with recommendations of the Microfloppy In-
Doift let pried get in the ^v^
I (downing a quality printei:
Adding a printer to your computer makes
sense. But deciding which printer to add can be
tricl<y. Do you settle for a printer with limited
functions and an inexpensive price tag or buy a
more versatile printer that costs more than your
computer? Neither choice makes sense.
Here's a refreshing option -the new, compact
STX-80 printer from Star Micronics. It's the under
$200 printer that's whisper-quiet, prints 60 cps
and is ready to run with most popular personal
computers.
The STX-80 has deluxe features you would '
'^^^H^'
^^^^y--
m
•f.^^pf>^-i
expect in higher priced models. It prints a full 80
columns of crisp, attractive characters with true
descenders, foreign language characters and
special symbols. It offers both finely detailed dot-
addressable graphics and block graphics. ^
And, of course, the STX-80 comes with Star^
Micronics' 180 day warranty (90 days on thej|
print element). WSSSSS^: Jlii^^
The STX-80 thermal printer from Star
Micronics. It combines high performance with
I. a very low price. So now, there is nothing in
' the way of owning a quality printer. ™^^
'Manufacturers suggested retail price,
micronics* inc
THE POWER BEHIND THE PfllKTED WORD.
Computer Pertpherafs Division. 1120 Empire Central Ptace.
Suite 2ia Dallas. TX 75247 (214J 531-8560
^!^,%2r'-
,i^^£r£.;
t "■• 'r" — "VH
The newSTX-SO printer
L for only $1991'
dustry Committee. Verbatim's microfloppy will
have 80 tracks instead of 70, an automatic shutter
which covers the head window when the disk is
removed from a drive, and a thinner magnetic
coating.
Meanwhile, across the convention hall,
another company was introducing a 3 '/4-inch
microfloppy drive while distributing photocopies
of news articles about a rejection of the SV^-inch
size. The 3'/4-inch drive, hooked up to a Radio
Shack TRS-80 Color Computer, was exhibited by
Tabor Corp., of Westford, Massachusetts. It's
based on the Dysan 3 '/4-inch microfloppy, a chal-
lenger to Sony's 3y2-inch disk. Instead of selling
directly to the public, Tabor plans to supply the
drive to other companies for private labeling.
The photocopied article was from Computer Si/5-
tcnis News, reporting on the recent vote by the
American National Standards Institute not to
adopt a working paper submitted by Verbatim
and Shugart pushing the 3 '/2-inch size.
The decision was far from final, however,
and all three sizes are still very much alive. And
just to make things more interesting, IBM recently
unveiled a 4-inch microfloppy disk drive. It ap-
pears it will be quite a while before the various
factions within the microcomputer industry agree
on how much to shrink disks. ©
Cassettes are slow.<
If you own a Commodore 64'' or VIC 20'' computer, you
already know how long it can take to load or save a program.
How much time are you wasting just waiting for READY to
appear on the screen? Probably a lot, and that's why you need
THE SIGNAL^-^ from ZAXIS.
N
THE SIGNAL automatically keeps track of cassette
operations and signals you with
a pleasant "beep" when both a
prog^ram header is found and
when a Load or Save is
completed. You no longer need
to stare at the screen for what si^^S^
seems like endless minutes^ "^fii**^
instead you can go on to other ^^^,
work and when you hear THE -^^^^
SIGNAL, vou know that things /A'- '
are READY. THE SIGNAL also *^. ,,
provides a reassuring power-on ^^
beep, and can be activated
under program control. $28b^^
THE SIGNAL plugs right into the back of your VIC 20 or
Commodore 64 computer, and your cassette cable plugs into THE
SIGNAL. That's all it lakes to start making your computer
operations more efficient. After you've used THE SIGNAL, you
won't know how you got along without it!
THE SIGNAL is available from your favorite computer dealer, or
order direct; S29,95 plus $3.00 for UPS shipping and handling iCA
residents add 6,b'~f sales taxi. We accept VISA. MasterCard, check or
money order. Do not send cash. Sorry, no CODs. /v*^:^T /nyu""'* Ht/m-iw
Commodore 64 and VIC 20 are trademarks of Commodore Business Machines, tnc
I RO. Box 666
San Carlos, CA 94070
(4151592*4334
W' . UJE mflKE fl GREAT CASE
%r^ FOR VOUR COmPUTER.
^^^ One size does not fit all. Our cases are designed for specific hardware
configurations. When you put your computer in our case, it fits hand-in-glove.
Once your equipment is safely inside the attache-style carrying case, it never has
to be taken out again. To operate, simply remove the lid and connect the power.
To store your computer, disconnect the power, enclose your disks, working papers,
and manuals in the compartment provided , and attach the lid. It's as easy as that.
• AP101 Apple II with Single Drive , £1 09
• AP1 02 Apple II with Two Disk Drives 119
• API 03 Apple II 9-inch Monitor & Two Drives 129
• API 04 Apple III, Two Drives & Silentype Printer 139
• AP105 13" Black & White Monitor with Accessories 99
• AP106 Amdek Color U1 or 111 Monitor... 119
• FR152 Franklin Ace 1000 or 1200 with Two Drives 119
• FR1 53 Franklin Ace 1 000 or 1 200 with Two Drives & 9" Monitor ... 1 39 • P409
• RS201 TRS-80 Model I Computer, Expansion Unit & Drives 109 • IB501
• RS204 TRS-80 Model ill 129 • IB502
• AT301 ATARI 400 or 800 Computers with Peripherals 109 • HP601
• P401 Paper Tiger Printer (400. 445/460) 99 • CM702
• P402 Centronics 730/737 & Radio Shack Printer 89 • CM703
• P403 Epson MX70 or MX80, Microline 82A Printer or Color • CM704
Computer...., 89 • NS010
• P404 Epson MX100 Printer. 99 • CC80
• P405 IDS560orPrism 132 Printer 109 • CC90
• P406 C. Itoh Starwriter. Prlntmaster F-10 Printer. 119 • CC91
• P407 Okidata Microline 83A or 84 Printer 99 • CC92
• P408 C. Itoh Prowriter 2 Printer 99 • CC50
IB502
IB501
C. Itoh Prowriter (Apple Dot Matrix) or WEG PC8023 Printer
IBM Personal Computer with Keyboard —
IBM Monochrome Monitor. ,
HP41 with Accessories
Commodore 64 (or Vic 20) with One Drive
Commodore Model 64 with Two Drives
Commodore Model 64 with Dataset ,
North Star Advantage. .
Matching Attache Case (5")
Matching Attache Case (3")
Matching Accessories Case (SV*" Diskettes, Paper, etc.) . . .
5.25" Diskette Case (Holds 75 Diskettes) .
Case Cart......
89
129
99
99
119
129
109
139
85
75
95
CALL TOLL FREE: (800) 848-7548
Computer Case Company, 5650 Indian Mound Court, Columbus, Ohio 43213 (614) 868-9464
52 COMPUTE! July 1983
TIMEX MAKES THE
COMPUTER,
BUT WE MAKE rr TICK.
If you own a TS-1000 or ZX-81 computer and want to bring out the power within it, you'll want Memotech. From easier input to high
quality output and greater memory, Memotech makes the add-ons you demand. Ever\' Memotech peripheral _ ^
comes in a black anodized aluminum case and is designed to fit together in "pigg)^ back" fashion enabling you ^^^^^^BlmWm
to continue to add on and still keep an integrated system look. ^.^1:::::::t::^:'^^...
Mii^ fl*»o)wliDrt GupNci "^
MEMOPAK RAM All Memopak RAMs are directly addressable, user transparent, are neither switched nor
paged and no additional power supply is required. You can also choose the Memopak I^M which is just
right for your needs. From economy to powder. 16K RAM The Memopak 16K RAM is the most
economical way to add memor}' to your TS-1000, It is fully compatible with the Timex or Memotech 16K
l^Ms to provide you with up to 32K of RAM. The i6K RAM also offers additional add-on capabilities
through its "piggy back" connection. 32K RAM The 322K Memopak enables you to execute
sophisticated programs and store large data bases and like the l6K RAM is fully compatible with Timex's or
Memotech's l6K RAMs to give you a full 48K of RAM. 64K RAM The 64K Memopak is powerful
enough to turn your TS-1000 into a computer with capabilities suitable for business and educational use. It
accepts such BASIC commands as 10 DIM A (9000). MEMOCALC Memocalc, our spreadsheet analj^is
software, enables TS-1000 users to perform complex number crunching routines with eiise, Witli
the 64k RAM a table of up to 7000 numbers with up to 250 row^ or 99 columns can be specified.
Quick revisions can be achieved by entering new^ data to your formula.
MEMOTECH KEYBOARD For ease of operation, the Memotech keyboard is a high qualit\^
standard t\pewriter keyboard, with TS-1000 legends. The keyboard is cable connected to a buffered
interface which is housed in a standard Memopak ciise and plugs directly into the back of the
TS-1000 or other Memopaks. MEMOPAK HRG The Memopak High Resolution Graphics, with
up to 192 by 248 pixel resolution, enables display of high resolution "arcade game" style graphics
through its resident 2K EPROM, programmed with a full range of graphics subroutines.
CENTRONICS PARAUEL AND RS232 INTERFACES
Memotech's Interfaces enable your TS-1000 to use a wide range of
compatible printers. The resident software in the units gives the
complete ASCII set of characters. BoUi Memopak Interfaces provide lower case character capabilities and
up to 80 column printing. The RS232 Interface is also compatible with modems and terminals.
SEIKOSHA GP lOOA PRINTER The Seikosha GP lOOA uses a 5x7 dot matrix printing format with
ASCII standard upper and lower case character set. Printing speed is 30 characters/second with a
maximum width of 80 characters. The printer uses standard fanfold paper up to
9-1/2 inches wide. The GP lOOA is offered as a package including cable and
interface. Other printer packages are also
available tlirough Memotech.
ORDER AT NO RISK. All Memotech
products carry our 10 day money back
guarantee. If you're not completely
satisfied, return it within ten days and we
will give you a full refund. And ever}^
Memotech product comes with a six
month warrant)^. Should anything be
defective with your .Memotech product, return it to us and we will repair or replace
it free of charge. Dealer inquiries welcome. To order any .Memotech product use
the order coupon or call our toll-free number SOO/662-0949*
T5-1000 is a zc^stered uademaii of 'Hitkx Cocp.
CORPORATtON
7550 West Yale Avenue, Denver, Colorado 80227, 303/986-1516, im 910-320-2917
Mail To: Memotech Carporaiion, 7550 West Vale Ave., Denwr, 00 80227
I CoLle rO-7
I 16KR^M I 49.95
I -^^}L
99.95
I ^1!™„
149.95
Memocalc
49.95
99.95
I High E^lution Graphics
99.95
[ Caitronics Paralk! Interface
74.95
RS232 lni£Tface
99.95
Printer Cable
19.95
GP lOOAPrintgrPadagt**
I Shipping -Mid Handlin|
399.00
I T^ (Coioradio rBJdente €nl>)
I
4.95
1495
TOTAL
I •Ail pnc& {jLBted in US. dollarj Prices and spaifiaiiora subien to change without notice.
1 **P3ease add an additional S5 00 for printer shipping chii:ges
I n Check D MasterCard Q Visa
1 Accobnt iNo.
I
_£xp..
I Name
Zfp
.-I
RATS!
Mike Steed
\
This impressive game
makes \/oit feel that you
are inside a maze, nof just
seeing it from above. Three
dimensional viezvs appear
as hallways, doors, and
corners as you struggle to
find the way out. It's for Upgrade or
4,0 BASIC PETs and Commodore 6
You must find your way through a maze
displayed from a rat's eye view. After
you have solved the maze, the program
displays the top view^ and traces your steps.
First, you are asked what maze size
you want, up to 15 by 15 (you may wish
to change the DIM statement in line 49 -
add two to the largest dimension you
want - and line 43). Line 45 checks to see
if the machine code has been POKEd in,
so you have to wait for that only the first
time.
The space bar is used to move forward,
and the '7" and 'T" keys are used to turn
left and right, respectively (turning
doesn't change your k^ation; it just gives
you the view in another direction). The
''M" key will display the top view of
the maze, mark your position, and
tell you in w^hich direction you
are headed.
There are four machine language
routines in RATS! (they wall all work
54 COMPUTE! July 1983
as is with
Upgrade or 4.0
ROMs). LINE, as its
name implies, draws a
line; this routine is similar to
Applesoft's HPLOT TO or Atari
BASIC'S DRAWTO command.
PLOT sets the ''hi-res cursor" to
the position from which the next
line is to be drawn, and plots that
point on the screen.
INIT removes everything that is
not a letter or number from the screen
(thus the quarter-square graphics are
erased, but not the "MOVE XX" at
the bottom of the screen), and sets
all the variables used by the other rou-
tines (locations 826-837) to zero.
SCR either loads or saves some-
thing to or from the screen. This routine
is used to save the screen to memory after
the top view of the maze has been displayed
the first time, and from then on is used
to display the maze almost instantly, so
you have to wait only once.
Readers who w^ant a copy of the
program (PET version only) without
having to type it in may send a
blank tape or 8050 disk, an SASE
mailer, and $3 to: Mike Steed
712 W, 1280 S,
Provo, UT 84601
fBO^A
^ISAODOI^^
i
"^^^
|M
^^H^ijii
■K^^
P^y:M|
^1
^^^^H^^H
4^
SPRITEMASTER "* n not jus; anoth^^r sv.t.'. : inc CommtMort; 64'
computer.
It's the finest -utilttv avaibfc^e for mutcicolpr sptiie animation and ^me
pro^^ramming.
It wtU have yoti making futlcc^or aniimtsed objects in ju^t minutes. People tunning,
Nr4s fiv-ing or canks roflmg are a snap with SpntL-ry-s-r-jr.
It's a cartoan maker for children.
It will auronutically append your sprites to Qther programs.
It's i^asv to use and understand and comes with a full 2 1 page tn^truction manual
and samples of animated sprites to ^ you started. {Sfuggest^i wtail price... J£ 55 ,95 )
h your Commodore 64* to the limit-! : --
NEUTRAL ZONE^" takes vou to the outer cd«es of' the gabic^ . to ALPM.A W
cton whi-ise mi^on is to detect alten mrrudcr* trum
.^.^ v^ .,v.-.v,.-\N'S LAND THE NELTR.U ZONE- .
NEUTRAL ZONE'' is the uidmate in hi^ resolution, fest action, arcav^e qv^
yiiracs- k ii written in lOCK?' TT*^-— ''^-^'•"'
560 Jeiffee panorama. AH acttL
fantastic sound etteccs. The realism is \mt
price S 34.95)
SPRITEMASTER^- AND NEUTRAL ZONE" ARE AVAILABLE AT VOIR LOC AL COMMODORE DEALER ON EITHER DISK OR TAPE.
ACCESS SOFTWARE INC
925 EAST 90^' SOUTH, SALT LAKH CITY. UTAH 84105. TELEPHONE [SCU 5^2-1 ^4
' ' ' - ^* w A nxt'^tctcl trademark at iA^mrrM^doi* Bwsincfss Machines Inc.
Program 1: rats; pet version
3 POKE 59468, 12: PRINT CHR$ (142 ): GOTO 38
4 REM DRAW 3-D VIEW
5 N=2:A-H:B=V:FF=2t {F-1):SYS IN
6 Z=M%{A,B)*FF:IF ((Z/l6) AND 1 ) =1 THEN "
RL=-1:G0SUB 25:GOTO 8
7 W=M%(A+S,B-R)*FF:IF ((W/128) AND l)=l '^
THEN RL=-1:G0SUB 21
8 IF ((z/64) AND 1)^1 THEN RL=1 ;G0SUB 25
:G0T0 10
9 W=M%(A-S,B+R)*FF:IF ((W/l28) AND 1 ) ==1 ^
THEN RL=1:G0SUB 21
10 IF ((Z/12B) AND 1)=1 THEN 14
11 N=N+1;IF N>8 THEN 15
12 A=A+R:B=B+S:IF B<2 THEN 15
13 GOTO 6
14 GOSUB 17
15 RETURN
16 REM DRAW CENTER BACK
17 POKE HX,VX+DX{N) :POKE HY,YU(N):SYS PL:
POKE HY,YD(n):SYS LI
18 POKE HX,VX-DX(N):SYS LI: POKE HY,YU(N):
SYS LI: POKE HX, VX+DX (N) : SYS LI
19 RETURN
20 REM DRAW BACK SIDE
21 POKE HX,VX+RL*DX(N-1):P0KE HY,YU(N):SY
S PL:POKE HX,VX+RL*DX(n) :SYS LI
22 POKE HY,YD(N):SYS LI:P0KE HX,VX+RL*DX(
N-1) :SYS LI
2 3 RETURN
24 REM DRAW RIGHT OR LEFT SIDE
2 5 POKE HX,VX+RL*DX(N-1) :POKE HY,YU(N-1):
SYS PL: POKE HX, VX+RL*DX (N)
26 POKE HY,YU(n):SYS LI: POKE HY,YD(N):SYS
LI: POKE HX,VX+RL*DX(N-1)
2 7 POKE HY,YD(N-1):SYS LI: POKE HY,YU(N-1)
:IF N>2 THEN SYS LI
2 8 RETURN
2 9 REM GET KEYBOARD CHARACTER
30 GET A$:IF A$="" THEN 30
31 RETURN
32 REM ERROR SOUND
33 POKE 59467, 16: POKE 59466, 51 : POKE 59464
,80
34 FOR L=l TO 50: NEXT
3 5 POKE 59467,0: POKE 59466,0: POKE 59464,0
36 RETURN
3 7 REM INITIALIZE
38 HX=828:HY=B29:LINE=12288:PLOT=12665:IN
IT=12685:SCR=12725
39 FL=12726:FH=12 730:TL=12734:TH=12 738
40 PRINT "{clear} {05 DOWN} {17 RIGHT} RATS I
41 PRINT "{02 down} {03
FROM A RAT'S EYE
42 INPUT "{03 down} {07
,V) 3,3{05 LEFT}
43 IF H<3 OR H>15 OR V
44 PRINT "{clear} {dOWI'J
45 IF PEEK(LI)=32 AND
EEK(LI+2)=48 THEN
46 CK=0:FOR L=12288 TO
L,A:CK=CK+A:NEXT
47 IF CKO45230 THEN P
N DATA STATEMENTS"
48 N=H*V-1:H=H4-1:V=V+1
49 DIM M%(17,17),WALK(
U(8),YD(B)
50 FOR J=l TO V+1:M%(1
RIGHT} SOLVE A MAZE
VIEW
RIGHT}MAZE SIZE (H
"?H,V
<3 OR V>15 THEN 40
} PLEASE WAIT. . .
PEEK(LI+1)=33 AND P
48
12 761: READ A: POKE '^
RINT "{dOWnIeRROR I
:STOP
:D=1
100)iCUT(5),DX(8),Y
,J)=4:M%(H+1, J)-1:N
EXT
51 MX=79:r4Y=49:VX=39:VY=24:X=VX
52 FOR J = l TO 8:DX(J)=X:YU(J)==INT(VY-X*VY
/ VX ) : YD ( J ) =INT ( VY+X* ( MY- VY ) /VX )
53 X=INT{X*7/l0) :NEXT
54 FOR 1=2 TO H: M% (l , V+1 )=8 : M% (l , 1 )=2 : FOR
J=2 TO V:M%(I,J)=15:NEXT:NEXT
5 5 R=INT(h/2)+1:S=INTCv/2)+1:M%(R,S)-15
56 PRINT "{clear} {down} GENE RATING MAZE.,.
"; : GOSUB 33
5 7 REM GENERATE RANDOM MAZE (ALGORITHM FR
OM ROGERS AND STRASSBERGER)
58 FOR IWALK=1 TO N
59 I=Z
60 IF M%(R-1,S)>14 then 1=1+1 : CUT( I ) =1
61 IF M%(R,S-1)>14 THEN 1=1+1 : CUT( I ) =2
62 IF M%(R+1,S)>14 THEN 1=1+1 :CUT( I ) =3
63 IF M%(R,S+1)>14 THEN 1=1+1 : CUT ( I ) =4
64 IF 1=0 THEN 75
65 IF I<>1 THEN I=INT(RND( 1 ) *I )+l
66 ON CUT(I) GOTO 67,69,71,73
67 M%(R,S)=M% CR,S)-(M%(R,S) AND 1 ) : R=R-1
68 M%(R,S)=M%(R,S)-((M%{R,S)/4) AND 1)*4;
GOTO 86
69 M%(R,S)=M%(R,S)-( (M%{RrS)/8) AND 1)*S:
S=S-1
70 M%(R,S)=M%(R,S)-((M%(R,S)/2) and 1)*2:
GOTO 86
71 M%(R,S)=M%(R,S)-( (M%(R,S)/4) AND 1)*4:
R=R+1
7 2 M%(R,S)=M%(R,S)-(M%(R,S) and 1):G0T0 S
6
73 M%(R,S)=M%(R,S)-( (M%{R,S)/2) AND l)*2:
S=S+1
74 M%(R,S)=M%(R,S)-( (M%(R,S)/8) AND 1)*B:
GOTO 86
IF D=-l THEN 79
IF R<>H THEN 83
IF S<>V THEN 82
7 8 R=2:S=2:GOTO 84
79 IF R<>2 THEN S3
IF S<>V THEN 82
R=H:S=2:G0T0 84
8 2 S=S+1:D=-D:G0T0 84
8 3 R=R+D
84 IF M%(R,S)=15 THEN 75
85 GOTO 59
86 NEXT I WALK
8 7 MH=H:MV=V;I=INT(RND(1)*{MH-1)}+2
88 M%(I,1)=0:M%(I,2)=M%(I,2}-((M%(I,2)/8)
AND 1)*8
89 H=INT(RND(1)*{MH-1) )+2 :H1=H:V1=V
90 PRINT "{clear} {down} MAZE COMPLETED .": G
OSUB 33: GOTO 105
91 REM DISPLAY TOP VIEW OF MAZE
92 HZ=INT(79/mh) :VZ=INT(49/MV)
93 sys in:poke 216,24:print tab( 25 ) ; " {up}
{home}"?
94 poke hx,1+hz:p0ke hy,1+vz:sys pl: poke
HY,MV*VZ+1:SYS LI
95 FOR J=l TO MV:FOR 1=2 TO MH:N=M%(l,J):
X=I*HZ+1 : Y=J*VZ+1
9 6 IF ((n/2) and 1)=1 THEN POKE HX,X:POKE
HY,Y:SYS PL:POKE HX,X-HZ:SYS LI
97 IF ((n/4) and 1)=1 THEN POKE HX,X:POKE
HY,Y:SYS PL: POKE HY,Y-VZ:SYS LI
98 NEXT: NEXT
99 RETURN
100 REM MARK PLAYER'S POSITION
101 X=H*HZ-1:Y=V*VZ-1:P0KE HX,X+1:P0KE HY,
Y+1:SYS PL
75
76
77
80
81
56 COMPUTE! July 1983
BUSIWRTTER
BGSIWRITER A Honey of a Word Processor
Why word processors?
Word processors allow the user to quickly and easily create letters,
memos, notes, reports, term papers^ manuals, poetry and any other writ-
ten information using the memory of the computer as a pencil and
paper. The computer display or terminal acts as a window through
which the user views the information as it is entered. The outstanding
advantage of using BUSIWRITER is that it acts not only as a pencil and
paper but as a perfect eraser and automatic typewriter.
Efl^
M'^n'a'^ii Q^'o o H n » n a B E3 El
; ^ a £1 o a d d B Q IB n H D I
.£1 am oomaacitsiaan os m f^ '
For Commodore CBM-64
Commodore 1515, 1525, Epson, C. Itoh, Qume, Diablo, NEC Spinwriter, Starwriter,
Prowriter, Okidata, Micro[ine, Gemini-10
And many more printers
BUSIWRITER The Queen Bee of Word Processors
BUSIWRITER allows the user to quickly and easily make any number
of alterations to the text. BUSIWRITER wiil instantly reformat your text
and show you exactly and continuously how the final output will appear.
BUSIWRITER has more functions than any other known microcomputer
word processor. With BUSIWRITER assisting in the entry of text, provid-
ing a 20 page memory and performing an enormous number of editing/
composing functions, the preparation of written data is far faster and
outstandingly more accurate than if it were prepared by hand.
BUSIWRITER With the Sting Removed from the Prices
BUSIWRITER 64 only $99.00 for the CBM 64
BUSIWRITER AVAILABLE NOW FROM YOUR LOCAL DEALER
(800)227-9998
FOR THE NAME OF YOUR NEAREST DEALER
California, Canada, Alaska and Hawaii please calt (415) 966-1735 ^ri^- i
i
Skyles Electric Works
231G South Whisman Road
Mountain View. CA 94041
Europe please contact Supersoft, Winchester House, Harrow Wealdstone, England HA3 7SJ, Tel. 01 861 1166
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
POKE HX,X-HZ+2:P0KE HY, Y-VZ+2 : SYS LI:P 153
OKE HY,Y+2:SYS PL
POKE HX,X+2;P0KE HY, Y-VZ+2 :SYS LI 154
RETURN 155
FOR X=l TO MH:FOR Y=l TO MV:M% (X, Y)=M%
(X,Y)+M%(X,Y)*16: NEXT: NEXT 156
REM PLAY
F=INT(RND(1)*4)+1:0N F GOTO 108,109,11 157
0,111 158
R=0:S=-1:GOTO 112 159
R=+l: 8=0: GOTO 112 160
R=0:S=+1:GOTO 112 161
R=-l!S=0 162
PRINT "{clear} {DOWN JPRESS {REV}j[0FF] 163
TO TURN LEFT 164
PRINT "ID0WN}PRESS {REV}l{OFF} TO TURN 165
RIGHT 166
PRINT "t DOWN 1 PRESS { REV } SPACE I OFF} TO 167
GO FORWARD 168
PRINT "IdOWN}PRESS {REV}mIOFF} TO DISP 169
LAY TOP VIEW OF MAZE 170
PRINT "[03 DOWN} {rev} PRESS ANY KEY TO 171
CONTINUE " 172
GOSUB 30:PRINT " IcLEAR} " ? iGOSUB 5 173
REM GET KEYSTROKE 174
GOSUB 30 175
ON -(A? = "J")-2*(A5-"L'*)-3*(A$=" ")-4*{ 176
A$="M") GOTO 122,124,131,136 177
GOSUB 33:GOTO 112 178
F=F-1:IF F<1 THEN F=4 179
GOTO 12 5 180
F=F+1:IF F>4 THEN F=l 181
ON F GOTO 126,127,128,129 182
R=0:S=-1:GOTO 130 183
R=+1:S=0:GOTO 130 184
R-0:S=+1:GOTO 130 185
R=-1:S=0 186
GOTO 135 187
Z=M%(H,V):T=Z*2"(F-1);T=(T/128) AND 1: 188
IF T=l THEN GOSUB 3 3:GOTO 119 189
NM=NM+1:P0KE 216, 24: PRINT TAB{25);"{UP 190
UP}M0VE"?NM? "[home) "; 191
IF NM<100 THEN WALK(NM)=F 192
H=H+R:V=V+S:IF V<2 THEN 147 193
GOSUB 5:G0T0 119 194
IF NOT MS THEN 138 195
POKE FL, 218: POKE FH, 49: POKE TL,0:POKE 196
TH,128:SYS SC : GOTO 139 197
GOSUB 92: POKE FL,0:POKE FH, 128: POKE TL 198
,218:POKE TH,49:SYS SC:MS=-1 199
GOSUB 101: PRINT "{hOME}YOU ARE FACING 200
";: ON F GOTO 140,141,142,143 201
PRINT "NORTH"; :GOTO 144 202
PRINT "EAST"r:GOTO 144 203
PRINT "SOUTH"; :GOTO 144 204
PRINT "WEST"; 205
PRINT ". PRESS ANY KEY TO": PRINT "CON 206
TINUE":GOSUB 30 207
PRINT "{home) 2 03
": PRINT " " 209
GOSUB 5: GOTO 119 210
GOSUB 33:V=V1:H=H1:IF MS THEN POKE FL, 211
2 18: POKE FH,49:P0KE TL,0:POKE TH, 212
128 213
IF MS THEN SYS SC:GOTO 150 214
GOSUB 92 215
GOSUB 101 216
PRINT "{home) {down} CONGRATULATIONS- YOU 217
*RE OUT IN"?NM?''STEPl {left} {INST} 218
S" 219
REM DRAW PATH WALKED 2 20
POKE HX,H*HZ-HZ/2+1:P0KE HY, V*VZ-VZ/2+
1 :SYS PL
FOR N=l TO NM:IF N>100 THEN 158
F=WALK(N):V=V+(F=1)-(F=3):H=H+(F=4)-'(F
= 2)
POKE HX,H*HZ-HZ/2+1:P0KE HY, V*VZ-VZ/2+
1 ;SYS LI
NEXT
PRINT: END
DATA 32, 33, 48, 173, 58, 3, 133
DATA 0, 173, 59, 3, 133, 1, 32
DATA 0, 49, 173, 62, 3, 205, 63
DATA 3, 16, 8, 240, 6, 32, 173
DATA 48, 76, 3, 48, 96, 169, 128
DATA 24, 109, 60, 3, 56, 237, 58
DATA 3, 141, 63, 3, 169, 128, 24
DATA 109, 61, 3, 56, 237, 59, 3
DATA 141, 64, 3, 162, 128, 142
DATA 66, 3, 142, 69, 3, 232, 142
DATA 67, 3, 142, 68, 3, 173, 63
DATA 3, 201, 128, 176, 11, 169
DATA 127, 141, 68, 3, 169, 0, 56
DATA 237, 63, 3, 41, 127, 141
DATA 63, 3, 173, 64, 3, 201, 128
DATA 176, 11, 169, 127, 141, 67
DATA 3, 169, 0, 56, 237, 64, 3
DATA 41, 127, 141, 64, 3, 173
DATA 63, 3, 205, 64, 3, 176, 32
DATA 174, 63, 3, 172, 64, 3, 142
DATA 64, 3, 140, 63, 3, 173, 68
DATA 3, 141, 66, 3, 173, 67, 3
DATA 141, 69, 3, 169, 128, 141
DATA 67, 3, 141, 68, 3, 173, 63
DATA 3, 74, 141, 65, 3, 169, 0
DATA 141, 62, 3, 96, 173, 68, 3
DATA 56, 233, 128, 24, 109, 58
DATA 3, 141, 58, 3, 173, 69, 3
DATA 56, 233, 128, 24, 109, 59
DATA 3, 141, 59, 3, 173, 65, 3
DATA 24, 109, 64, 3, 141, 65, 3
DATA 238, 62, 3, 173, 65, 3, 205
DATA 63, 3, 48, 35, 240, 33, 56
DATA 237, 63, 3, 141, 65, 3, 173
DATA 66, 3, 56, 233, 128, 24, 109
DATA 58, 3, 141, 58, 3, 173, 67
DATA 3, 56, 233, 128, 24, 109
DATA 59, 3, 141, 59, 3, 96, 169
DATA 0, 133, 148, 169, 32, 133
DATA 2, 165, 0, 201, 80, 176, 56
DATA 16 5, 1, 201, 50, 176, 50
DATA 234, 234, 234, 234, 70, 0
DATA 38, 148, 106, 38, 148, 133
DATA 1, 10, 10, 101, 1, 10, 10
DATA 38, 2, 10, 38, 2, 234, 234
DATA 234, 133, 1, 166, 148, 189
DATA 99, 49, 133, 148, 164, 0
DATA 177, 1, 162, 15, 221, 103
DATA 49, 240, 4, 202, 16, 248
DATA 96, 173, 156, 3, 240, 6, 138
DATA 5, 148, 170, 208, 8, 138
DATA 73, 255, 5, 148, 73, 255
DATA 170, 189, 103, 49, 164, 0
DATA 145, 1, 96, 1, 1, 2, 4, 8
DATA 32, 126, 123, 97, 124, 226
DATA 255, 236, 108, 127, 98, 252
DATA 225, 251, 254, 160, 234, 0
DATA 173, 60, 3, 141, 58, 3, 133
DATA 0, 173, 61, 3, 141, 59, 3
DATA 133, 1, 32, 0, 49, 96, 162
DATA 128, 160, 0, 134, 34, 132
DATA 33, 177, 33, 41, 127, 201
58 COMPUTE! July 1983
Software first,
computer second. ^
Workhorse solutions
for tough questions,
OK. You're ready to make the leap. You need a computer and
you're ready tD buy. But which one? There are so many Every ^y
store youVe visited has six different lines. At least two were a#
always right for you. How can you nnake an intelligent 0'
business decision? "■''
D^lde on your software first No computer is
better than the soto/are that runs the operation. No
software is better than Southern Solutions. We
have real business accounting and recond keeping
software that is right for todays business worid.
We sell only through professional computer
dealers. That is where you are going to get the^
help you will need to make any computer
become the productivity too! it
should be.
Compare our software solu
tions with thetrs;
RleGuand'^' — Protects your
precious data files. Never allows
you to lose files, even if the
electricity goes off while you
are working. Most other soft-
ware loses files after pcwer
loss.
SuperMath'" — Maybe
you are small now. but you
don't plan to stay that way
Our software with Super-
Math "' will handle numbers up
to $1 billion. Most micros stop at
far less.
User-Defined Reports — You can
decide what your Balance Sheet P&L.
Budget Analysis, etc., will look like.
Complete Systems or Individual Mod-
ules " General ledger accounts receivable,
billing, payroll, accounts payable, mailing list , s. "^
management oil accounting, phannr^cy l «.JV
management encumbrance account-
ing, etc.
Printer Compatible - Our software
uses practically any printer so you can
get what you m\\ need for other uses.
Dealer Supported — Sold only
through professional computer dealers.
Hardware Rexible — Software for
almost every Commodore connputer ever
made, including the exciting new Com-
modore 64*.
Real business software for real
business computers, with ca-
pability you need, at prices you
can afford.
Call or write for the
name of the dealer nearest
you.
Dealer Hotline:
1-800-527-4S48
tinuns
PO. Box P, M^Xinney. Texas jsoffp - (214) 542-0278
•Commodore 64 is a registered trademark of Commodore
221 DATA 64, 48, 2, 169, 32, 145, 33
222 DATA 200, 208, 241, 232, 224, 132
223 DATA 208, 232, 169, 0, 170, 157
224 DATA 58, 3, 232, 224, 12, 208
225 DATA 248, 96, 169, 218, 133, 31
226 DATA 169, 49, 133, 32, 169, 0
227 DATA 133, 33, 169, 128, 133, 34
228 DATA 162, 4, 160, 0, 177, 31, 145
229 DATA 33, 136, 208, 249, 230, 32
230 DATA 230, 34, 202, 48, 2, 208
231 DATA 240, 96
Program 2:
RATS! 64 Version - Setup Program
Run this program before RUNiiiii^;^ RATS! on the 64.
100 POKE16384,0:POKE1 6385,0
110 POKE56578, PEEK ( 56578 )0R3
120 POKE56576, ( PEEK( 56576 )AND252 )0R1
130 POKE53272,4:POKE648,128
140 POKE53280,12:POKE532B1,12
145 POKE641,0:POKE642,64
150 POKE43 , 1 : P0KE44 , 64 : P0KE5 5 , 0 : P0KE56 , 1
28:P0KE646, 1 : PRINT" {CLR} "
Program 3:
RATS! 64 Version -Adjustments To Program 1
RcphKC these lines in Program 1 if you are using the 64.
3 rPRINT CHR$ (142) :GX = 49152:GOTO 38
46 CK=0:FdR L=12288 TO 12761:READ A:POKE
L,A:CK=CK+A:NEXT:FORK=GXTOGX+2 3:READ
GX
47 POKEK,GX:NEXT:IF CKO50144 THEN PRINT
"{DOWNlERROR IN DATA STATEMENTS": STO
P
56 PRINT 'MCLR} {DOWN}GENERATING MAZE..."
; :GOSUB 2000
90 PRINT "{CLR}{D0WN}MAZE COMPLETED ." :G0
SUB 2000:GOTO 105
93 SYS IN: POKE 214, 24: PRINT TAB (25);"
{UP}{9 SPACES} {HOME}";
117 GOSUB 30:PRINT " {CLR} " ? : SyS49152 : GOS
UB 5
121 GOSUB2000:GOT0112
131 Z=M% (H,V) :T=Z*2| (F^l) :T= (T/128) AND
1:IF T=l THEN GOSUB 2000:GOTO 119
132 NM=NM+1:P0KE 214,24:PRINT TAB(25);"
{UP}M0VE";NM; "{HOME}";
147 GOSUB2000:V=V1:H=H1:IF MS THEN POKE
FL, 218: POKE FH, 49: POKE TL,0:POKE TH ,
128
Program 4:
Add these lines to Program 1 if ijou are usijig the 64,
20 00 30=54 272 :FORR=S0TOS0+28:POKEE,0:NEX
T
2010 POKE54296, 15 :POKE54277, 51 :P0KE5
4278, 211
2020 POKE 54276, 33 :POKE 54273, 63 :POK
E54272, 75
2030 F0PT=1T0 200 :NEXT : POKE54276 , 32:FO
RT=1T0 100 :NEXT
20 4 0 FORE=S0TOS0+2 8:POKEE,0:NEXT
2050 RETURN
Remove lines 32, 33, 34, 35, and 36 if you are using the 64,
60 COMPUTE! JLjfy1983
Gregg Peele
Programming Assislont
RATS! For 64
The Commodore 64 version of "RATS!" uti-
lizes the same machine language program
that was used in the PET version. The pro-
gram was changed significantly in only two
ways. First, zero-page locations were altered
because there is limited zero page space on
the 64. Second, a routine to fill screen with
color has been added to make the maze visible
on the newer 64s. (Color RAM must be
POKEd on newer 64s, or values POKEd to
the screen are invisible.)
Whenever you run the 64 version, you
must prepare the 64 by running Program 2
first. Program 2 sets screen memory at 32768
($8000) and places BASIC at 16384 ($4000);
this emulates the PET screen and provides
a safe place for both BASIC and the machine
language program. Since the screen norm-
ally resides at 1024 ($0400), be carehd not to
hit the RUN/STOP and RESTORE keys si-
multaneously while you are within the
program. If you do this, then the 64 will
"forget" where your BASIC program resides,
and you will lose your program.
To transform Program 1 (the PET ver-
sion) into a 64 version, type in Program 1 as
is except replace, add, and delete lines as
instructed below. Also, all DATA statement
lines are different (see Program 5).
Program 5:
Use none of the DATA statements from Program 1 . Instead,
use these for the 64.
160
170
180
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
390
400
410
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
41
DATA
DATA
DATA
32, 33, 48
173, 59, 3
173, 62, 3
240, 6, 32
96, 169, 1
237, 58,
24, 109,
141, 64,
142, 69,
68, 3, 173
11, 169, 1
56, 237, 6
3, 173, 64
169, 127,
237, 64, 3
173, 63, 3
174, 63, 3
3, 140, 63
66, 3, 173
169, 128,
173, 63, 3
0, 141, 62
56, 233, 1
, 173, 58, 3, 133, 2
, 133, 195, 32, 0, 49
, 205, 63, 3, 16, 8
, 173, 48, 76, 3, 48
28, 24, 109, 60, 3, 56
, 141, 63, 3, 169, 128
1, 3, 56, 237, 59, 3
, 162, 128, 142, 66, 3
, 232, 142, 67, 3, 142
, 63, 3, 201, 128, 176
27, 141, 68, 3, 169, 0
3, 3, 41, 127, 141, 63
, 3, 201, 128, 176, 11
141, 67, 3, 169, 0, 56
, 41, 127, 141, 64, 3
, 205, 64, 3, 176, 32
, 172, 64, 3, 142, 64
, 3, 173, 68, 3, 141
, 67, 3, 141, 69, 3
141, 67, 3, 141, 68, 3
, 74, 141, 65, 3, 169
, 3, 96, 173, 68, 3
28, 24, 109, 58, 3, 1
58, 3, 173, 69, 3, 56, 233, 128
24, 109, 59, 3, 141, 59, 3, 173
65, 3, 24, 109, 64, 3, 141, 65
DYNAMIC PRINTER INTERFACES
for the VIC 2r and the COMMODORE 6f
UNLIKE ANY OTHERS THAT HAVE COME BEFORE ^*7,_»
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brougfit the world better paranel interfaces. Better because they both have the abt'Bty to provide TRUE EMULATION of the Coiamodore^ printer. Tbafs r^htff
Graphic Characters, tabbing. Dot Graphics, and the other features, A formidable task that was ^natfy accompSshad.
THECONWECTION^— The Uttimate Parallef interface forth© VIC 20 or Commodore 64. This fu»y intelligent interface plugs into
the disk (serial) socket just like the standard printer. H can easily be assigned any device number and it will provide virtually
TOTAL EMULATION of the Commodore® printer. Using the latest technology, this interface will display the full GRAPHIC
CHARACTERS or convert them to their equivalent representations in clear text It supports all of the standard commands (OPEN,
PRINT#, and CLOSER Column tabbing, dot tabbing, graphic repeat, dot addressable graphics, and the other features of the
Commodore® Printer. Software designed to operate with the Comiiiodore*^ Printer will operate using "THE CONNECTION®."
Beside this, a 2K buffer has been provided, a full printer self test LED Status indicators, Printer Reset switch, skip over perf,
margin set and programmable line length. This interface is printer specific to take advantage of the special features of your
printer. In the standard mode (non-graphics), it is designed to interface virtually any parallel priif|tor with a standard Centronics
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applications ... All this for $t 19.00 ^^"^^0 ^^
BUFFERED PARALLEL CABLE & DRIVER - A parallel interface for the
V budget minded. This interface plugs into the USER-port and comes with an
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Centronics type configuration and connection. Fully buffered for maximum
j protection of your computer ONLY $24.95 Add "CABLE BRAINS" cartridge
^^ for the VIC 20 (diskette for the 64) and get a full Graphi --*--=— -^-^ --
V^ With this package you can print all of the Graphic||
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/ graphic matrix printers ... " "^
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Put Your
Commodore 64
TbWark.
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Easy to learn, easy
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*' with so many features
that most people will
need only a fraction
of them". -COMPUTE!
April. 1983
*125
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nso
PowerFile
Organize your lists and
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filing system. Select,
sort and summarize
information. Print reports
and mailing labels. 2 free
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Versions for all
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with 1 or 2 disk drives.
$130
9
FOR SAME DAY UPS SHIPPING,
CALL OUR ORDER DEPT:
Collect 414-277-1230
Dealer inquiries invited.
City Soitware
PET CBM and Commodore 64 trademarks of Commodore Electronics. Ltd
"Products of Batteries Included
ATTENTION PROGRAMMERS
If you're new to computings please read "How
To Type COMPUTE! 's Programs" and "A
Beginner's Guide To Typing In Programs."
420 DATA 3, 238, 62, 3, 173, 65, 3, 205
430 DATA 63, 3, 48, 35, 240, 33, 56, 237
440 DATA 63, 3, 141, 65, 3, 173, 66, 3
450 DATA 56, 233, 128, 24, 109, 58, 3, 1
41
460 DATA 58, 3, 173, 67, 3, 56, 233, 128
470 DATA 24, 109, 59, 3, 141, 59, 3, 96
480 DATA 169, 0, 133, 168, 169, 32, 133,
196
490 DATA 165, 2, 201, 80, 176, 56, 165,
195
500 DATA 201, 50, 176, 50, 234, 234, 234
, 234
510 DATA 70, 2, 38, 168, 106, 38, 168, 1
33
520 DATA 195, 10, 10, 101, 195, 10, 10,
38
530 DATA 196, 10, 38, 196, 234, 234, 234
, 133
540 DATA 195, 166, 168, 189, 99, 49, 133
, 168
550 DATA 164, 2, 177, 195, 162, 15, 221,
103
560 DATA 49, 240, 4, 202, 16, 248, 96, 1
73
570 DATA 98, 49, 240, 6, 138, 5, 168, 17
0
580 DATA 208, 8, 138, 73, 255, 5, 168, 7
3
590 DATA 255, 170, 189, 103, 49, 164, 2,
145
600 DATA 195, 96, 1, 1, 2, 4, 8, 32
610 DATA 126, 123, 97, 124, 226, 255, 23
6, 108
620 DATA 127, 98, 252, 225, 251, 254, 16
0, 234
630 DATA 0, 173, 60, 3, 141, 58, 3, 133
640 DATA 2, 173, 61, 3, 141, 59, 3, 133
650 DATA 195, 32, 0, 49, 96, 162, 128, 1
60
660 DATA 0, 134, 254, 132, 253, 177, 253
. 41
670 DATA 127, 201, 64, 48, 2, 169, 32, 1
45
680 DATA 253, 200, 208, 241, 232, 224, 1
32, 208
690 DATA 232, 169, 0, 170, 157, 58, 3, 2
32
700 DATA 224, 12, 208, 248, 96, 169, 218
, 133
710 DATA 251, 169, 49, 133, 252, 169, 0,
133
720 DATA 253, 169, 128, 133, 254, 162, 4
, 160
730 DATA 0, 177, 251, 145, 253, 136, 208
, 249
740 DATA 230, 252, 230, 254, 202, 48, 2,
208
750 DATA 240, 96
1000 DATA 162, 0, 169, 1, 157, 0, 216, 1
57
1010 DATA 0, 217, 157, 0, 218, 157, 0, 2
19
1020 DATA 232, 208, 241, 96, 234, 234, 2
34, 0 i
T^icAif^iUVcJUc^ifuMuUcaUaK^
s^!'
ooC^^
xxa'
Ava^
00\i'
'^ RTC
10610 BAYVIEW (Bayview Plaza)
RICHMOND HILL, ONTARIO, CANADA L4C 3N8
(416)884-4165
C64-LINK
The Smart 64
^,
So
^Oi
avj
V^^^56,
^0
RTC
Call or write
payments
by VISA,
MASTERCARD
or BANK
TRANSFER.
Mailorders
also by
certified
check, etc.
M any more 64s
^^
I
^^
J
nrrrTTTTTTTTTTTl
I
TTT^TTTrTTTT
Wiy.'i'.^^Vi,
T
Spooling
to
Printer
Cartridge
Expansion Slot
Serial
Audio I/O
Switch RF Video Port
@
C64-LINK
IEEE Disl<s
(2031) (4040)
(8050) (8250)
(9090)
VL16
IEEE Printers
(4022) (8023)
(8300)
etc.
1541 Drive
And
1525 Printer
or 1515 Printer
or VL3 Cable
to Parallel
Printer
(future)
Cartridge
Mother Board
IEEE to Parallel
Interface
Parallel
Devices
IEEE to Serial
Interface
True Serial
Devices
or VL4 Cable
to Standard
M odem
CP/M
POWER
And
®
PAL
©
Other
Cartridges
Give These Expanded 5^^
Capabilities To Your 64 N^
-k The ability to transfer data from any type of device to another (IEEE, Serial,
Parallel)
■A- BASIC 4.0 which allows you to run more PET BASIC programs and gives you
extended disk and I/O commands.
-^ The ability to have several 64s on line together - sharing common IEEE
devices such as disks or printers with Spooling Capability .
^ Built-in machine language monitor
i^ A built-in terminal or modem program which allows the system to communi-
cate through a modem to many buKettn board systems and other computer
mainframes.
if; Compatibility with CP/M.
Contact your local Commodore Dealer or RTC.
CopyrlghtsandTradomarks
C64 13 a copyright of Commodore Business Machines,
Inc. C64-LINK is a copyright of Richvale Tele-
communications- CP/M Is a registered trademark of
Digital Research. POWER is a trademark of Pro-
fessional Software. PAL is a copyright of Brad
TempJeton.
GOBLIN
Dan Goff
In ''Gohlin" (for the unexpanded VIC, 64, Atari, Th
and Apple) citstoifi characters are used to create a shnple
yet entertaining game. The object is to capture tlie
scozvling creatures with your goblin zvhile avoiding the
many block-shaped obstacles that lie in your path.
After obstacles and sad faces have been
positioned, "Goblin" begins when the main char-
acter appears at the bottom of the screen. As the
game progresses, the goblin moves continually
upward and the player controls only its horizontal
movement. The "O" and "P" keys, in conjunction
with the GET command in line 260, enable the
player to move the goblin left and right, respec-
tively. Children especially like the cumulative
effect of the GET statement; they make rapid key
punches and then wait for the delayed effects.
As each sad face is captured by the goblin,
the score is updated and printed at the upper left.
If the goblin successfully clears the screen of all
the faces, an entirely new playfield wall be pro-
vided. A game lasts as long as you wish.
A single round ends when the goblin crashes
into an obstacle. At this point, the remaining sad
faces smile, and you are asked if you wish to play
again. If you don't, it is probably best to respond
by typing "N" so that full memory is restored to
the VIC.
On the other hand, if you play again, your
previous highest score will be posted as the new
game begins. The incentive to exceed a record
score makes any game more fun.
64,AtARI,TI-99/4A
And Apple Version
Notes
The 64, Atari, TI-99/4A, and Apple versions
of Goblin are almost identical to the VIC ver-
sion. Minor differences do exist, however, in
the Atari and Apple versions.
The Atari version uses the " + " and "'*^"
keys to control left and right movement of
the goblin. The Apple uses the left and right
arrow keys.
The Apple version requires that you
have a disk drive with the DOS Tool Kit disk
in the drive when the program is run. This
version defines certain characters using the
program "Animatrix'" from this disk. As
Goblin is run, these custom characters are
placed in memory as shapes and are later
drawn on the high-resolution graphics
screen. When the game begins, they are
simultaneously POKEd into the areas of
memory associated with the text and the
high-resolution graphics screens. So, al-
though you see these redefined characters
on the high-resolution page, collision detec-
tion is actually carried out by PEEKing text
screen memory.
Chasing goblins on the VIC-20 version of Goblin.
64 COMPUTll July 1983
Goblin on the Commodore 64.
..:.,. \
/^ r^
i- 1 // ,
^\\
V\^// ^'
^^m"^^
^s^
'l^tGOT THEMOW
LONG RA^4GE"
Sirius
For more information
contact your local Sirius
dealer or contact Sirius
directly at 10364
Rockingham Drive,
Sacramento, CA 95827
(916)366-1195.
Game desfgn by Dan Thompson VIO20 version
pfogfammed by Leonard Bortoni Package,
program and audio visual c tgas Sirius
Software, tnc-. Sacramento. Calilornia SS627. All
rights reserved.
Sirius and Final Ofbit are trademarks of Sirius
Software, inc Alan 400, 800 and t200 are
trademarks of Atari, Inc- VIC- 30 is a uademark of
Commodore Business Machines, Cofp Sjrius
IS no! alhiiated with Alan or Commodore.
Atari 400, 800 &
1200 Cartridge
VIC'20 Cartridge
WESnCKOURG
THESUND
1
i
RAPMCS WHERE
TSHMEI
You'll never see Infocom s graphics on
any computer screen. Because theres
ne\^er been a computer built by man
that could handle the images we pro-
duce. And, there ne^^er will be.
We draw oui' graphics from tlie limit-
less imageO' of youi* imagination— a
technology so poweiful, it makes
any picture that's ever come
out of a screen look like
graffiti by compaiison.
And nobody knows how
to unleash your imag-
ination like Infocom.
Through oui' prose,
your imagination
^ makes you part of
i our stories, in con-
^ trolofwhatyoudo
and where you go-
yet unable to pre-
dict or control the
course of events.
You're confi'onted
with situations and
logical puzzles the like
of which you won't find
elsewhere. And youre im-
mersed in rich environments alive
with personalities as real as any
you'll meet in the flesh— yet all the
more \d\ad because they're perceived
directly by your mind's eye, not
through your external senses. The
metliod to this magic? We've found
the way to plug our prose right into
your psyche, and catapult you into a
whole new dimension.
Take some tough critics' words
about our words. SOFTALK, for
example, called ZORK® Ill's prose
"far more graphic than any depiction
yet achieved by an adventui'e with
gi^phicsr And the NEW YORK
TIMES saw fit to print that our
DEADLINE'^' is "an amazing
feat of programming." Even a
journal as video-oriented as ELEC-
TRONIC GAiMES found Infocom
prose to be such an eye-opener they
named one of oui' games their Best
Adventure of 1983.
Better still, bring an Infocom game
home with you. Discover firsdiand
w^hy thousands upon thousands of
discriminating game players keep
turning everything we wTite into
instantaneous bestsellers.
Step up to Infocom. All words. No
graffiti. The secret reaches of youi'
mind are beckoning. A whole new
dimension is in there waiting for you.
ALOCKHDDOGftA DEAD MAN
inFocom
The next dimension.
Infocom, Inc.. 55 Wheeler St., Cambridge, MA 02138
Fur vour; Apple ][, Atari, Commodore t>), C?A\t 8.' DEC Kainbow,
DEC RT'll. IBM NEC APC, NEC PC-8000, Oaborm- 1. Tl Professional,
TRS-80 Model I. TRS-80 Model III.
BEGINNING PROGRAMMERS
If you're new to computing, please read "How
To Type COMPUTE !'s Programs" and "A
Beginner's Guide To Typing In Programs/'
Program 1: GobUn - vie version
100 PRINT" [CLRl": POKE 52, 28: POKE 56,28:C
LR:POKE 36869 , 255 : POKE 36879,26
ll0 IFS>HSTHENHS=S
115 RESTORE :B=230:Z=81 52 :Z 1 = 2+30720 :W==0:
S=J:G=0
120 FOR X=1T03 2:READ A: POKEX+7167 , A: NEXT
: F0RX=1T08 : READA : POKEX+742 3 , A : NEXT
130 print"Iclr){rvs11grn}{5 rightIg 0 B
L I N"
140 PRINT" {home] I red} {2 DOWN} "SPC ( 12 ) "
IrVS)HS="HS:PRINT"{HOME} [RVSl {BLK}
{20 D0WN}0=LEFTl9 RIGHT} P=RIGHT"
150 FOR 1=1 TO 65
160 X=INT{RND(l)*330)+7746
170 IFPEEK(X)=BTHEN 160
180 POKEX,B:POKEX+30720,0:NEXTI
190 FORI=1TO20
200 X=INT(RND(l)*330)+7746
210 IF PEEK(X)=B0RPEEK(X)=10RPEEK{X)=3TH
EN 200
220 IFPEEK(X+21)=BANDPEEK{X+22)=BANDPEEK
( X+23 ) =BTHENPOKEX , 3 : POKEX+30720 , 0 : G=
G+1:GOTO240
230 POKEX,l:POKEX+30720,0
240 NEXT I
250 P0KEZ,32:Z^Z-22:Z1=Z1-22:IF Z<7746 T
HEN z;=Z + 374:Zl = ZH-374
260 GET A? JIFA$="0"THENZ=Z-1:Z1=Z1-1
270 IFA$="P"THENZ=Z'M:Z1 = Z1 + 1
280 IFPEEK(Z)=B THEN 410
290 IFPEEK(Z)=1 THEN GOSUB 330
300 POKEZ , 0 : POKEZl , 0 : F0RT=1T02 20 : NEXT
310 IFW=20-G THEN J=S : GOSUB350 ; GOTO110
320 GOTO 250
3 30 W=W+l:S=S+25: PRINT" {HOME} I BLU }
{2 DOWNllRVS)"S:POKE36878,15
340 F0RT=2 35TO250 : POKE36876 , T :NEXT : P0KE3
687 6,0: RETURN
350 PRINT"{H0ME} {RED} {16 DOWN] { RVS ) *****
*ALL RIGHTi******"
355 FORI=1TO10:GETA$:NEXTI:REM COLLECT G
ARBAGE
360 F0RI=1T025
370 X=INT(RND(l)*15)-!-233
380 POKE36878, 15:P0KE36875,X
390 FORT=1TO30:NEXTT:NEXTI
400 POKE36878 , 0 : POKE36875 , 0 : RETURN
410 POKE36B77 , 200 : FORV=15TO0STEP-1 : P0KE3
6878 , V : NEXT : P0KE3687 7 , 0 : POKEZ , 2
420 FORX=7746TO8075:IF PEEK(X) olTHEN NE
XTX
430 IFPEEK(X)=:1THEN POKEX, 3 : NEXTX
440 J=0
445 FORI=1TO10:GET C$:NEXTI
450 PRINT" {HOME} I BLU } {18 DOWN) {RIGHT)
iRVSjpLAY AGAIN? (Y/N)"
465 GET C$:IF C$="" THEN 465
470 IFC$,= "Y"THEN 110
490 POKE 36869,240:POKE36879,27:POKE52,3
0 : POKE56 , 30 : PRINT " { CLR) SEE YA I "
500 DATA126, 219,219, 255, 165,90, 90, 16 5,60
,66,165,129,153,165,66,60
68 COMPUnS July 1983
510 DATA 170,85,170,85,126,219,255,189,6
0,66, 165,129,165,153,66,60
520 DATA 0,0,0,0,0,0,0,0
Program 2: Gobtin - 64 version
80 POKE 53280, 2 -POKE 53281,1
90 PRINT"{CLRJ [7 down) {4 RIGHT) PLEASE WA
IT. . .DEFINING CHARACTERS";
100 POKE 52, 48: POKE 56 , 48 : CLR: POKE56334 ,
PEEK(56334)AND254
105 P0KE1,PEEK( 1)AND251
108 FORN=0TO2047:POKEN+122Ba,PEEK(N+5324
8) :NEXTN
109 FOR N=0 TO 7 : POKEN+12320 , PEEK (N+5406
4) :NEXT N
110 IFS>HSTHENHS=S
112 RESTORE :B=4:Z^1964:Zl=Z+542 72 :W=0:S=
J:G=0
115 VS=54296:AD=54277:SR=54278:WF=54276r
LB-54272;HB=54273
120 FOR X=0TO31:READ A: POKEX+1 2288 , A: NEX
T
123 POKE l,PEEK{i)OR4:POKE56334,PEEK(563
34)0R1
125 POKE 53272, (PEEK(53272)AND240)-M2
130 PRINT" {CLR) {GRN} {14 RIGHT) [RVSJG 0 B
L I N"
140 PRINT" {home) {RED} {2 DOWN} { RVS} "SPC ( 1
7)"HS="HS
145 PRINT" {home) {BLK} {22 DOWN) { RVS }0=LEF
T " ; SPC ( 2 7 ) r "P=RIGHT "
150 FOR 1=1 TO 118
160 X=INT(RND(1)*680)+1144
170 IFPEEK(X)=BTHEN 160
180 POKEX, B:POKEX+54272,0:NEXTI
190 F0RI=1T036
195 G1=0
200 X=INT(RND(1)*680)+1144
210 IF PEEK(X)=B0RPEEK(X)=10RPEEK(X)=3TH
EN 200
220 IFPEEK{X+39)^BANDPEEK(X+40)^BANDPEEK
(X+41)=BTHENPOKEX,3:POKEX+542 7 2,0:G1
= 1
225 IF Gl = l THEN G=G-M : GOTO 240
230 POKEX, l:POKEX+5427 2,0
240 NEXT I
250 POKEZ, 32:Z=Z-40:Z1=Z1-40:IF Z<1144 T
HEN Z=Z+760:Zl=Zl+760
260 GET A$:IFA$="0"THENZ=Z-1:Z1=Z1-1
270 IFA?="P"THENZ=Z+1:Z1=Z1+1
280 IFPEEK(Z)=B THEN 410
290 IFPEEK(Z)=1 THEN GOSUB 330
300 POKEZ , 0 : POKEZ 1,0: FORT=1TO220 : NEXT
310 IFW=36-G THEN J=S :GOSUB3 50 : GOTO110
320 GOTO 250
330 W=W+l:S=S+2 5: PRINT "{home) t BLU }
{2 down) "S: POKE VS, 15: POKE AD,30:POK
E SR,200:POKE WF,17
340 POKEHB ,71: POKELB , 1 2 : FORT= 1TO90 : NEXTT
: POKEVS , 0 : POKEHB , 0 : POKELB , 0 : RETURN
3 50 PRINT" {home} {RED} [18 DOWN) {8 RIGHT)
{RVS}******ALL RIGHTI******"
355 FORI=1TO10:GETC$: NEXT!: REM COLLECT G
ARBAGE
360 POKE VS, 15: POKE AD, 30: POKE SR,200:PO
KE WF,i7:F0R 1=1 TO 17
370 H=INT(RND(0)*10)+21:L=INT(RND(0)*45)
+210: POKE HB,H:POKE LB,L
380 FOR T=l TO B0:NEXT T:NEXTI:POKE VS , 0
:POKE HB,0:POKE LB,0
The Home Accountant:
The *1 best-seller.
^%
/ ^^i^ -^^'^^-^
Any home finance packase will balance your
checkbook. But to become the #1 best-selfer
you've sot to be something special.
The Home Accountant"* is.
It's the only one that prints a net worth
statement and a personal finance statement.
So you know exactly where you stand
financially every day of the year. It will even
print your checks, automatically.
Not only that Jhe Home Accountant"" lets you
label every transaction. Just imagine sitting
down to do your taxes and having every
penny you've spent and earned neatly listed
by category —and available at the touch of a
button. It's an incredible time-saver.
You can also create bar, line and trend
analysis graphs for every category— In color.
It's great for realistic budgeting.
Sound amazing? Wait, there's more.
Let's say you write a check to pay your
Visa. The Home Accountant™ automatically
debits your checking account and credits
your Visa account.
And it does this with every one of the two
hundred* budget categories: credit cards,
checking accounts, money markets, cash, rent
checks, insurance payments— you customize
your own financial package.
Check out The Home Accountant™ soon.
You'll find it does a lot more than simply
manage your money.
It manages your money simply.
*The Home Accountant" is available for the
Apple li/lBM Personal Computer/Atari 400/
800 Computers/Osborne/TRS 80 Mode! Ill/
Commodore 64/Texas Instruments Profes-
sional/Zenith Z-100/110.The actual budget
capacities will vary with each computer.
Continental
Software
A Diviston of Arrays, inc.
Wil^
;>Ar-^
1 ^ *! '^ % % ^
^ «i j^ ^ ^ ^ ^
rrtf^fi at Wmntt Cat munt.tttmi,'^ Ot^nnc m ■ < tjrtlf ' ( J if Klcmvl o'CH&atfit
VftfUHttar ' -■ -
It sells the most,
because it does the most!
Continental Software Co.,11223 South Hindry Avenue, Los Angeles, California 90045 Telephone (21 J) 417-3003 * (213) 417-8031
"400 RETURN
410 POKEZ , 2 : POKEVS ,15: POKEAD , 30 : POKESR, 2
00:POKEWF, 129:POKE HB,2:P0KE LB, 125
415 FOR 1=1 TO 400: NEXT I : POKE VS,15:P0K
E HB,0:POKE LB,0
420 FORX=1144T01823:IF PEEK (X) <> ITHEN NE
XTX
430 IFPEEK(X)=1THEN POKEX, 3 : NEXTX
440 J=0
445 FDRI^1TO10:GET C$:NEXTI
450 PRINT" { HOME HbLU] {20 DOWN ) I RVS } PLAY
AGAIN? (Y/N)":POKE 646,14
465 GET C$:IF C$="" THEN 465
470 IFC$="Y"THEN 110
490 POKE53272,21 :POKE53280,14:POKE53281,
6 : POKE 52 , 50: POKE56 , 50 : PRINT" {CLR}SE
E YAl"
500 DATA126, 219, 219, 255, 165, 90, 90, 165,60
,66,165,129,153,165,66,60
510 DATA 170,85,170,85,126,219,255,189,6
0,66,16 5,129,165,15 3,66,60
520 DATA 0,0,0,0,0,0,0,0
Program 3: Goblm - Atari Version
90 SCREEN = PEEK (88) +256* PEEK (09) : DIM
A*<3):0PEN # 1 , 4 , 0 , " K : "
100 GRAPHICS 1+16: POSITION 1,10:? #6
; "- - - PLEASE WAIT- . . "
105 60SUB 2000
107 IF S>HS THEN HS=S
108 S=Jl=W=0:2=SCREEN+900: G=0
110 GRAPHICS 0:POKE 752 , 1 : SETCOLOR 4
,6, 6:SETC0LOR 2 , 1 0 , 1 : POS I T I ON 13
,0: PRINT ■'[? E E [1 £> C"
115 POKE 756, CHSET/256
120 POSITION 16,2:? *' CS :"iHS:POSITI
ON 1,22:? "fMMaj=+ KEY" : POSITION
28,22:? "l:><e1Elf=t KEY";
150 FOR 1=1 TO 120
160 X = SCREEN+INT (RND (0) *640> +160
170
180
190
200
210
220
230
2 40
245
250
260
270
280
290
300
310
320
330
340
IF PEE
POKE X
FOR 1 =
X=SCRE
IF PEE
K (X>=3
IF PEE
AND P
G = G+1 :
POKE X
NEXT I
SOUND
EXT I :
00: NEX
POKE Z
THEN 2
A=PEEK
THEN Z
IF A = 6
IF PEE
IF PEE
POKE Z
IF W = 3
TO 1.07
GOTO 2
W = W+1 :
SOUND
OUND 2
K(X)=7 THEN 160
,7:NEXT I
1 TO 36
EN+INT (RND(0) * 640) +160
K(X>=7 OR PEEK(X)=1 OR PEE
2 THEN 200
K(X+39)=7 AND PEEK(X+40>=7
EEK(X+41>=7 THEN POKE X,i:
GOTO 240
, 32
1 , 50, 10, 12:F0R 1=1 TO 50:N
SOUND 1,0,0,0:FOR 1=1 TO 2
T I
,0: Z=2-40: IF Z<SCREEN+120
=Z+760
(764):P0KE 764, 255: IF A=7
= Z+1
THEN Z=Z~1
K(Z)^7 THEN 410
K(Z)=32 THEN GOSUB 3
,5:F0R T=l TO 100:NE
6-G THEN J1=S:G0SUB
50
S = S + 25= POSITION 3,2:
2, 20, 14, t2:F0R 1=1 T
,0,0,0
30
XT T
350:GO
? S
O 20:S
345 RETURN
350 FOR I=SCREEN+360 TO SCREEN+480:P
OKE I,0:NEXT I:P0SITION 10,10:?
"»»»$ ALL RIGHT ***"
355 J1=S
360 FOR X=l TO 20:SOUND 1,30-X,10,i2
: FOR 1=1 TO 40:NEXT I : NEXT X : SOU
ND 1,0,0,0
400 RETURN
410 POKE Z,6
415 FDR V=12 TO 0 STEP -1:S0UND 1,40
,2,V:S0UND 2 , 70 , 1 2 , V : SETCOLOR 4,
V,6:F0R 1=1 TO 40:NEXT I:NEXT V
418 SETCOLOR 4,6,6:SOUND 1,0,0, 0:SOU
ND 2,0, 0,0
420 FOR X=SCREEN+160 TO SCREEN+800:I
F PEEK(X><>32 THEN NEXT X
430 IF PEEK(X)=32 THEN POKE X,1:NEXT
X
440 J1=0
450 POKE 764, 255: POSITION 10,21:? "P
lay Again < Kj/ [I) ? " ; : GET #1,A
460 IF A=ASC("Y"> THEN 107
470 GRAPHICS 1 + 1 6 : POS I T I ON 3,10
; " , . . £f^^ or. . - " : FOR 1 = 1 TO
EXT I:END
2000 CHSET= (PEEK ( 106) -8) *256:F0
TO 1023:POKE CHSET+I,PEEK
4+I):NEXT I
2001 RESTORE 2005
2002 READ A: IF A=-l THEN RETURN
2003 FOR J=0 TO 7: READ B:POKE CHSET+
A*8+J,B:NEXT J
2004 GOTO 2002
2005 DATA 1,60, 126, 219,255, 18 9, 195, 1
26,60
2006 DATA 5,60,126,219,255,195,153,2
55, 255
2007 DATA 6,204,204,51,51,204,126,21
9,255
2008 DATA 7, 204, 204, 51, 51, 204, 204, 51
,51
2009 DATA 3 2, 60, 126, 21 9, 255, 231, 2 19,
126,0
2010 DATA -1
: ? #6
800: N
R 1=0
(5734
Atari version of Goblin,
70 COMPUTE! July 1983
'?MU, Ti/ekt,
We are publishers of the top-selling
Scott Adams Adventure Series and
other fine Entertainment and
Applications Programs.
And we're publishers of some of
the finest microcomputer
software programs available.
If you can write a top-quality
program, or can convert some of
our best-sellers to other
computers, we want to hear
from you — Now.
We have the advertising,
international distribution,
manufacturing and marl<eting
know-how to send top-quality
programs to the top of the
charts.
If your program is top quality —
give us a call, or write for our
Adventure International Author
information Kit.
Copyright © 1983
dventut6
INTERNATIONAL
Box 3435
Longwood, Florida 32750
Telephone: (305) 862-6917
Ask for Author Assistance
Program 4: Goblm -TI-99/4A version
100
1 10
120
130
140
150
160
170
180
190
200
210
220
230
240
250
260
270
2G0
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
510
520
530
540
550
560
570
580
590
600
6 1.0
620
630
640
650
660
670
680
690
700
710
720
730
740
750
760
770
RANDQHIZE
GOTO 170
FOR 1=1 TO LEN(H*>
R = ASC<SEG* (H*, I , 1 > >
CALL HCHAR (ROW, XCOL+I , R)
NEXT I
RETURN
A = 96
B = 97
C=104
D=105
Z = 24
C0L=16
W = 0
G = 0
S = J
CALL CLEAR
IF S>HS THEN 290
GOTO 300
HS = S
GOSUB 1270
CALL SCREEN(16>
PRINT "C8 SPACES>G O B L I N "
PRINT
PRINT "C10 SPACES>HS : '*
FOR 1=1 TO 19
PRINT
NEXT I
PRINT "Q=LEFTC14 SPACES > P=R I GHT '
R0W = 4
XC0L=17
H*=STR* (HS)
GOSUB 120
FOR 1=1 TO 80
X=INT (RNDt30) +2
Y = INT (RND*16> +6
CALL GCHAR(Y,X,L)
IF L=B THEN 440
CALL HCHARCY, X,B)
NEXT I
FOR 1^1 TO 27
X=INT(RND«30) +2
Y=INT (RND*16) +6
CALL GCHAR (Y, X, L)
IF (L=B) + (L=C) + <L=D) THEN 510
CALL QCHAR<Y+1 , X-1 ,L)
CALL
CALL
IF C
CALL
G = 6 +
GOTO
CALL
NEXT
CALL
CALL
IF L
CALL
Z = Z"
IF Z
Z = 23
CALL
IF (
IF L
COL =
GOTO
COL =
CALL
GCHAR(Y+1 , X,M)
GCHAR (Y+1 , X+1 , N)
L<>B>+(M<>B)+(N<>B>THEN 620
HCHAR(Y, X,D>
1
630
HCHAR (Y, X , C)
I
SOUNDC 100,500,6)
HCHAR(Z,C0L,32)
< >C THEN 680
SOUNDS 10,880,4)
1
>4 THEN 710
KEY (0,L,ST)
L< >79) « (L< >80> THEN
<>79 THEN 760
C0L-SGN<C0L-2)
770
COL+SGN (30-COL)
GCHAR(Z,COL,L>
tt«t '
CRASHED.
3C42A5aiA599423
770
780 IF L=B THEN 1060
790 IF L=C THEN 850
800 CALL HCHAR (Z, COL, A)
810 FOR 1=1 TO 25
820 NEXT I
830 IF W=27-G THEN 920
840 GOTO 650
850 W=W+1
860 S=S+25
870 Ht=STR*(S)
880 R0W=4
890 XC0L=3
900 GOSUB 120
910 GOTO 800
920 J=S
930 CALL HCHAR( 10, 1 , 32, 31 )
940 GOSUB 120
950 H*=»'**«* ALL RIGHTf
960 XC0L=6
970 ROW=10
980 GOSUB 120
990 FOR 1=1 TO 15
1000 X=INT<RND«100>+300
1010 CALL SOUND (75, X, 8)
1020 NEXT I
1030 FOR 1=1 TO 100
1040 NEXT I
1050 GOTO 2 10
1060 REM WHOOPS! ...YOU
1070 CALL HCHAR ( Z, COL, 98)
10S0 FOR 1=3 TO 30 STEP 3
1090 CALL SOUND (50, -7, I )
1100 NEXT I
1110 CALL CHAR (104,
C" )
1120 J=0
1130 HS=S
1140 H*=''PLAY
1150 RDW=22
1160 XC0L=2
1170 GOSUB 120
1180 CALL KEY(0,L,ST)
1190 IF ST=0 THEN 1180
1200 H*=CHR$(L)
1210 IF H*="Y*' THEN
1220 CALL CLEAR
1230 PRINT "SEE YA ! '
1240 END
1250 CALL CHAR(104,'
C" )
1260 GOTO 210
1270 REM DEFINE CUSTOM CHARS
1280 REM CHAR 96 - GOBLIN
1290 CALL CHAR(96, "7EDBDBFFA55A5AA5
" )
1300 REM CHAR 97 - BARRIER
1310 CALL CHAR(97, "CCCC3333CCCC3333
" >
1320 REM CHAR 98 - CRUNCHED GOBLIN
1330 CALL CHAR(98, "CCCC33337EDBFFBD
")
1340 REM CHAR - 104 - FROWN
1350 CALL CHAR(104, •'3C3CA58199A5423
C")
1360 REM CHAR - 105 - SMILE
1370 CALL CHAR ( 105, "3C42A5B1A599423
C" )
1380 CALL COLOR ( 10,7, 1 )
1390 FOR 1=5 TO 8
1400 CALL COLOR( I, 16, 14)
1410 NEXT I
1420 RETURN
AGAIN (Y / N>
1250
'3C3CA58199A54 23
72 COMPUTE! July 1983
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pace
For: COMMODORE VlC-20' I For: COMM<
OjiiMa
RIVER RESCUE Thorn-EMI. Save the ex-
plorers from the jungle as you dodge a var-
iety of hazards. 2 variations fori Of 2 players
4325-022001 Cartridfit Sv^Lf: $31.95
GR1DRUNNER HE5. Avoid a variety of
alien weapons while destroying the advan-
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4428*000312 Cirtrtd0« S>^Li:S31.95
SPIDERS OF MARS UMI. You are the Mar-
tian Space Fly protecting your home from
Web-throwing Martian spidersand Saturian
bats. Plutonian dragonflJes and Jovian hor-
nets. 256 skill levels!
4850-001604 C»rtrlda» SALf $31.95
AMOK U M I, Fou r levels of treacherous pass-
ages laced with deadly robots, Save the
humans, if you're fast enough!
4850-001611 Cartrldo* SAiL $23.95
AGGRESSOR HES. Fast paced arcade-
style action in the 'Avenper" vein.
4428-000305 Csrtridg* S/^Lf $31.95
INTRUDER SCRAMBLER American Per
ipfierals. Avoid the mountains, bomb the
targets and avoid the missiles- Multilevel
412S-M>642B CflMott* sa/ i^ $15.95
GAMES PACAmencan Peripherals A set
of 6games for your VIC: Galaxy Wars. Cat
Has9Ltves; Maze of Dragons;Othello; Am-
bulance; and Barricade
4125-IOOOOfl Cass. (8) SAIL $31.95
DEVELOP-20 French Silk Smooth Ware
The game programmer's toolkit Includes:
BooK Decoder, Editor. Assembler. Loader
and Monitor Requires minimum 5K memory
4365-004020 Cata^tto/Book S49.95
MASTERING THE VlC'20 Wiley & Sons
With little knowledge of BASIC, book will
teach you to write programs, make musiC,
create picturesand learn tocommunicate
with 6502 machine language
4925-088892 Book, 178 Pgs $14.95
VfC-20* USER GUIDE Osborne/McGraw-
Hill. How to operate, including peripherals,
programming, color graphics and sound,
plus more'
4665-000086 Book, 388 Pgs $14.95
TYPING TUTOR Academy Software, Teach
yourself to type with this easy to use, four
level program
40050OO001 Catsette S12.95
DATA MANAGER Micro Spec Create,
write and read files, You can 'browse',
searchand maintain with this data manager
Requires 16K memory expansion
4538-000016 Casaotld. 11 K $19.95
WORDCRAFT 20 UML Great
new, inexpensive wordprocess-
for the VIC*. NeedsBK Expan.
4850-001101 Cartridge $99.95
VIC* BASIC Prentice-Hall A user-friendly
guide explainshow-to-do-tt. Make rainbows,
music and more'
4690-00837B Book $12.95
VIC-20' Pf^GGRAMMER'S REFERENCE
GUIDE Commodore Business Machines,
Complete BASIC vocabularly guide, mach-
ine language programming, tips and more,
4100-000110 Book, 290 Pgs $16.95
COMPUTE!(«) FIRST BOOK OF VIC*
A compilation of articles from; COMPUTEf
magazine,
4105-000007 Book, 212 PQ a $12.95
KIDS AND THE VIC Daiamost. Written
at chtldren. not down to them Turns kids,
(and unsuspecting parents), into computer
experts in days! Includes parent's section
for help over the 'rougher' parts.
4560-000056 Book,226PgB $19.95
CARDBOARD 6 Cardco Expansion inter-
face for the V1C'20' Fuse protected. Will
hold up to six cartridges, or up to 35K of
additionalRAM memory Allows switching
between up to six different games or util-
ities without shutting off the computer Also
allows for future expan sfon by "daisy-cha Jn-
ing" two or more CARDBOARD 6 boards
4135-000006 Cardboard e $99.95
CARDETTE 1 Cardco, Universal cassette
interface for the VlC-20'andCommodore
64* Don't throw away your old cassette
player/recorder This interface simulates
all the functions of the data cassettes
4135-000001 Cardettel $29,95
Br 4850-4
'THE ELEMENTARY e4From
Datamost. Probably THE BESTi
book available todate on this sup*
erb new computer Easy to under-
stand and master For Commodore
64' owners everywhere!
4560-000034 224 P«g«B $14.95
EASYMAIL 64 Commodore Business
Machines Fully featured name and address
program tor business, club or organization
4100-064204 Disk $49.95
HES WRITER 64 HES Word processing
cartridge for the Commodore 64* computer
Easy editing, preview output and word wrap-
around Save on tape or disk
4428-000504 Cartridge $44.95
WORD M ACH fN E/ NAM E MACH IN E Com
modore Business Machines. Perfect easy-
to-understand word processing product
designed as an entry level item for home
For notes to kids, letters to friends, etc
4100-084210 Disk $29.95
PET eMULATOR~ Commodore Business
Machines An emulator that will allow a high
level of existing PET' software to be exec-
uted on the Commodore 64'. especially
educational materials
4100064107 Disk $29.95
SPEECH SYNTHESIZER
TYPE-'N-TALK" Votrax Text to speech syn-
thesizer Self-contained, easy to program.
Interfaces w/computer, modem or any RS-
232 compatibte serial device. Contains: low
data rate Votrax* SCOl; phoneme-based
speech synthesizer CMOS chip w/unlimited
vocab. and a microprocessor based text-to-
speech algonihm Operates mdeoendently
Hasaone-watt audio amplifier, 750 charac-
ter buffer, data switching capability. Baud
(75-9600), 100-hourelevated temperature
burn-in. data echo of ASCII characters.
Unit requires cables, (sold below).
4900-003900 {l.««s Cables) $249.00
NOTE: Although TYPE-N-TALK" can be
used wit h a senal pnnte r. (on the same port),
it cannot be used with a parallel printer, or
on a parallel port In addition, you MUST have
the follow equipment to make it operate:
1) Special Card, as noted: 2) An RS-232
Option; or. 3) Expansion interface AND
RS-232 Card-
TYPE-'N-TALK CABLES (ONLY)
4900-001002 For Apple It- $34.95
{Must have SSM A10 Card) TRS-SO
Model* Jl a III (Must have IMSAI 2810)
4900-010021 ForApplall- S34.95
(Must have Apple Parallel Card}
4900-010022 For Apple If- $34.95
(Must have Apple Serial Interface Card)
4900-001003 ForTRS'80 $34.95
Model I (Must have Expansion Interfaced
RS-232 Card) and for IBM-PC
$34.95
FROGGEE It's easyf Just gel your Froggee from the bottom of the
screen to the top. Avoid the cars and trucks, hop on the logsand the
leaves Eight levels, with crocodiles, snakes and other neat stuff
out to do you in' Uses Joystick. Needs no memory expansion
4180*020001 For3KVlC-20MCastette} $29.95
4180-064001 ForCon^modore'64'(Ca»*ette} $29.95
CENTIPOD Fast paced. decendmg bugs, falling projectiles, boun-
cing spiders and more' Quick reactions needed here, iust to keep
alive' Uses Joystick. No memory expansion needed
4180-020002 For3KVlC-20MCastetteJ $29.95
MOTOR MOUSE Up and down the grandfather clock ptcking-up
the cheese. But. watch ouf There are cats hiding in the cheese' 7
progressively harder levels and a time factortobeat Very fast paced
arcade quality game. UsesJoystick No memory expansion needed
4180-020003 For3KVIC-20' (Cassette) $29.95
or: ATARI 400/800'
YOUR ATARI' COMPUTER Osborne
Comprehensive training manual for 400/
800* computer systems.
4665-000065 Book, 458 Pgs $16.95
ATARI' GAMES & RECREATIONS. Pre-
ntice-Hall Souriceof pre-programmed pames
Also teaches graphics and addition of color
and sound.
4690-000242 Book $14.95
ATARt' PI LOT FOR BEG fNNERSPren tire-
Hal!. Hands-on intro to Atari* Pilot computer
language,
4690-000301 Book $12.95
THE ATARI* ASSEMBLER Prentice-Hall,
Making the leap from BASIC to Atari* assem-
bly language
4690-000236 Book $12.95
COMPUTE!(a) FIRST BOOK OF ATARI*
Compilation of articles from Compute' Mag-
azme.
41 05-000006 Book $12.95
fa^nw^gaf-
APPLE II* USER'S GUIDE Osborne,
Complete BASIC programming tool. Spec-
ial features, too
4665-000046 Book, 388 Pfl« $16.95
BASIC FOR THE APPLE* Prentice-Hall.
Introduction to programming and appli-
cations, including games, graphics, file
management and word processing,
4690-000189 flook $14.95
KIDS AND THE APPLE' Datamost, True
"first" book Teaches kids the basics of
simple programming with helpful parents
guide included
4560-000019 Book $19.95
CATALOG
Ad W£W computer books, software and
accessories catalog from PACE, Over 200
pages and thousands of items Wh«n ord-
ering, pl«iM »p«clfy th« 'type' of com-
puter you're lnter«»tad In or u*«.
4990-198300 Summer Dei' ^erK$ 3.0O
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We want you to have confidence in buying from P. A.C.E,, so, we think that it is im-
portant to take this opportunity to explain something about our company.
Drawing from our more than 25 years of merchandising experience, our aim is
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By the time that you read this ad, our first P. A.C.E. store in the Western Suburbs
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P. A.C.E. wdlbe concentrating on offering you a ONE STOP SOURCE for Soft-
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Our President. John Rhodebeck demands that our storesand mail orderdepart-
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4900-001005 For Atari 400/ $34.95
800- (Must have Atari 850 Interlace Mod)
4900*001006 For Apple II* $34.95
(Must have CCS 77 1 0A Card* and forHeath
4900-001007 ForVIC-ao $34.95 [ COUPON
|| hi Mil ^^1
NEW The COM MODORE 64 PROGRAMMER'SREFERENCE
GUfDE. Every^thing you need to know toget started programming
Commodore's" newest, and most versatile personal computer
Step by step guides in language Ihat is easy to understand Tips
and a whole lot more' Our most asked for publication'
4760-022056 $19.95
JOYSTICK Wico Command Co. Ultimate I
one hand control Bat handle Two firing!
buttons. For Atari 2600/400/800*. Sears j
Arcade Game, and Commodore VJC-20*. |
4920-159714 S>^LE $23.09 j
RED BALL Wico Command Co. Ball handle j
so familiar to arcade game users. 6-ieatI
switch assembly Two fire buttons. For*
Atari 2600/400/800*, Sears Arcade Game, I
and Commodore VlC-20" ■
4920-159730 S4i.f $27991
TRACK BALLWicoCommand Co A phen-|
olic ball offers the magic of 360 degree]
movement Same design as tf>e arcade games •
For all Atari* and Sears* videogamesandl
the Commodore VlC-20' home computer.,
4920-724545 5-VL^$55.99|
TRACK BALL Wtco Command Co. A phen- j
olic ball offers the magic of 360 degreel
movement Similar to arcade games controls I
For all Te>;as Instruments* home computers I
4920-724560 jALt $55.99|
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ORDER
DEPART.
p.a.c.e.
Department: C-P
Lock Box 328
Banaenvilie. I L 601 06
Goblin, r 1-9914 A version.
The Apple versiivi ofGobliiL
Program 5: Goblin -Apple version
200
240
250
10
(1);'
CHR*
REM *THIS PROGRAM REQUIRES A DISK D
RIVE
20 REM AND THE APPLE 'DOS TOOL KIT PR
OBRAMMING
30 REM UTILITIES DISK' TO RUN.
40 REM « PLACE THE ABOVE UTILITY DISK I
N YOUR
50 REM DRIVE BEFORE RUNNING THIS PROG
RAM.
55 GOSUB 1000
60 DIM XLr-(23)s FOR I = 0 TO 7:XL7.(I) =
1024 + 128 t IsXLXCI + 8) == 1064 +
128 « IrXLXd + 16> = 1104 + 128 t
Is NEXT I
85 HOME : HGR : POKE - 16302,0: IF S >
HS THEN HS = S
90 ZROW = 23:ZC0L = 19: W = Os S = J1:G =
O
100 VTAB 1: HTAB 17: PRINT CHR*
0"; CHR* (9); "G 0 B L I N";
110 VTAB 2: HTAB 19: PRINT "HS'*J
(14);": ";HSs VTAB 23: PRINT "LEFT
«"j CHR* <9> ; "LEFT ARROW"; CHR« (1
4);
120 HTAB 24: PRINT "RIGHT="; CHR* (9> ;
"RIGHT ARROW"; CHR* <14);
125 PRINT CHR* <1);"1";
130 FOR I = 1 TO 120
135 ROW = INT ( RND CI) « 15) + 5: COL =
INT ( RND (1) > 38> + 2
140 X == XLr.(ROW) + COL: IF PEEK (X) =
164 THEN 135
145 VTAB ROWS HTAB COL: PRINT CHR* (1
64);: NEXT I
150 FOR I = 1 TO 36
160 ROW = INT i RND (1) * 15) + 5: COL =
INT < RND <1) » 38) + 2sX = XLXtR
OW - 1) + COL - 1
170 IF PEEK CX) = 164 OR PEEK (X) ^
161 OR PEEK (X) = 163 THEN 160
ISO IF PEEK CXL%(ROW) + COL - 2) = 16
4 AND PEEK (XLXCROW) + COL - 1) =
164 AND PEEK (XL"/- (ROW) + COL) = 1
64 THEN HTAB COL: VTAB ROW J PRINT
CHR* (161) ;:G = S + Is GOTO 200
190 HTAB COL: VTAB ROW: PRINT CHR* (163);
260
270
280
290
300
310
320
330
340
345
350
360
370
380
385
390
400
410
415
420
430
440
NEXT I
POKE 768,5s POKE 769,180: CALL 770
Z = XL7.(ZR0W) + ZCOLs HTAB ZCOL: VTAB
ZROW: PRINT CHR* (167);: ZROW " ZR
OW - is IF ZROW < 3 THEN ZROW = 21
A =
,0
1:
IF
ZCOL
PEEK ( - 16384) t POKE - 16368
IF A = 136 THEN ZCOL =^ ZCOL -
IF ZCOL < 1 THEN ZCOL = 39
A = 149 THEN ZCOL = ZCOL +1: IF
39 THEN ZCOL = 2
+ ZCOL - 1
+ ZCOL - 1
IF PEEK (XL%(ZROW - 1)
) = 164 THEN 410
IF PEEK (XLXCZROW - 1)
) = 163 THEN GOSUB 330
HTAB ZCOL: VTAB ZROW: PRINT CHR*
(165);: FOR T = 1 TO 100: NEXT T
IF W = 36 - G THEN J = Ss GOSUB 35
Os GOTO 85
GOTO 250
W=W+1:S=S+ 25s VTAB 2s HTAB
3: PRINT CHR* (1);"0";S; CHR* (14
) . CHR* C 1 ) " " 1 " '
POKE 768,2: 'poke 769,230s CALL 770
RETURN
FOR J = 10 TO 12: VTAB Js FOR I =
O TO 39: HTAB I: PRINT CHR* (167)
;s NEXT Is NEXT Js VTAB 17s HTAB 1
O: PRINT CHR* (1 ) | "0" ; "«»»**» ALL
RIGHT! *»»»*»"; CHR* Cl);"l";
FOR I = 1 TO 10
POKE 768, INT ( RND (1) ♦ 3) +
769, INT ( RND (1) * 15) + 130
770
NEXT I
Jl = S
FOR J = 1 TO 500s NEXT 3
RETURN
HTAB ZCOLs VTAB ZROW: PRINT CHR*
(166>;sC = 0
X = PEEK ( - 16336) :C = C + 1: IF
C < 15 THEN 415
FOR ROW = O TO 23s FOR COL = 1 TO
38: X = XLX(ROW) + COLs IF PEEK (X
) < > 163 THEN NEXT COL: NEXT ROW
IF PEEK (X) = 163 THEN VTAB ROW +
1: HTAB COL + Is PRINT CHR* (161)
$3 NEXT COLs NEXT ROW
Jl = 0: VTAB 21: HTAB 13: PRINT CHR*
(1>;"0";"PLAY AGAIN ("; CHR* (9);"
1: POKE
CALL
74 COMPUTE! July 1983
450
460
1000
1020
1030
1040
1050
1051
1060
1061
1062
1070
1080
1090
1100
1110
1150
1160
1170
1500
1510
1520
1530
1540
1545
1550
1560
Y"; CHR* (14> ;•'/"; CHR* (9>;"N"| CHR* |
(14);"> ?"; I
POKE - 16368,03 BET C*s IF C* = "
Y" THEN 85
TEXT : HOME : VTAB 4s HTAB 2: PRINT
"SEE YAi-.-HIT RESET..."; FOR I «=
1 TO 1000: NEXT 1: END
REM I NIT SUBROUTINE
ADRS = 0
PRINT CHR* (4>;"BL0AD RBOOT"
CALL 520
ADRS = USR (0>,"HRCG»
IF ADRS < 0 THEN ADRS = ADRS + 65536
CS = ADRS - 768
CH = INT (CS / 256>:CL = CS - CH <256
POKE ADRS + 7,CL: POKE ADRS + 8,CH
HIMEM: CS
READ A: IF A = - 1 THEN 1100
FOR J = 0 TO 7: READ B; POKE CS +
A « 8 + J,B: NEXT : SOTO lOBO
CALL ADRS + 3
PRINT CHR$ (16)
REM SOUND ROUTINE
FOR I = 770 TO 795: READ M: POKE
I,M: NEXT
RETURN
DATA 1,28,62, 127, 107,127,93,34,28
DATA 3,28,62, 107,127,99,93,62,28
DATA 4, 85, 42, 85, 42, 85, 42, 85, 42
DATA 5,28,62,107, 127, 107,85,127,119
DATA 6,85,42,85,42,85,62,107,127
DATA 7,0,0,0,0,0,0^0,0
DATA -1
DATA 172,1,3,174, 1,3,169,4,32, 16
8,252,173,48,192,232,208,253,136,2
08,239,206,0,3,208,231,96 ©
WICO
COMMAND
CONTROL (
JOYSTICK)
^f#
TRUE
ARCADE
ACTION
SPECIAL INTRODUCTORY OFFER
JOYSTICK & BASE
CALL FOR PRICES
ADO $3 PER ORDER R3R POSTAGE AND HANDUNG • CHECK, MONEY
OflOER kMSTERCARD OR VrSA, CO.D. IP.O.D. CHARGES ADDED) • FLA.
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' FOR RETAIL ORDERS AND INFO - {305) 699-5848
« DEALER INQUIRIES INVITED - PRICES SUBJECT TO CHANGE
Totally Accurate. Controller
JOYSTiCK CONTROLLER FOR ATARI
GAME, SEARS TELEGAME, ATAfll
400/800, COMMODORE VIC*
If your joysticks are like most, you
can't feel when you have made a move.
You only see it on rtie screen, when it's
too iate Suncom has a solution. TAC'2.
Totally Accurate Controller - 2 fire
buttons.
With its longer shaft, aicade style ball
top, ajid exclusive Suncom internal con-
struction, TAC'2 gives yoti that extra
control ..you can feef absolutely,
positively, for sure, exactly when you
have made a move. And with its 2 fire
buttons. TAC-2 IS equally fair to left
handers and right handers.
TAC'2 comes with Suncom's famous
2 year warranty. And it comes m\h
something else. Totally Accurate
Control.
•Producte and
K)VSEHS()R
TOUCH SENSITIVE JOYSTICK
CONTROLLER FOR ATARf GAME,
SEARS TELEGAME, ATARI 400/300,
COMMODORE VIC*
Our engfneefing staff has spent
months creating, designing and refining
the Joy-Sensor The digltaJly simulated
jC^tick controller w\h no stick, to bring
you just the right combination of control
and responsiveness. Now. the slightest
touch is all that it takes to effect control
movements on your game screen. Rock
your finger or ihumb back and forth,
and it seems like Jqy-Sensor has read
your mind, f^^oves are executed much
raster because there is no stick to move,
no resistance to movement.
Your ships will fly across the screen
as easily as light flies through space.
Your laser rays will fire exactly when you
want them to. You will never go back to
your old |oystick again.
^= Suncom
650£ Anthony Trail, Worthbrook, !L 60062
^tarFic|htGr
for
appiG
JOYSTICK CONTROLLER FOR
APPLE COMPUTER*
You own an Apple Computer You probably
use it for entertainment and io play games.
We think that you deserve a controller that is
as up and keeping with new technology as
your comptiter So we designed one. From
scratch. Brand nev\/ internally. Starfighter R)r
Apple.
Starfighter for Apple has many of its tori-
compatible counterpan's exterior plrysJcal
charadenstics. Round-cornered and smooth,
ft won't fatigue you over those long playing
sessions. And internally, its new, advanced
design gives you a kind of feel and response
during game play that you have never ex-
perienced before.
Of course, Starfighter for Apple comes
with a 2 ^'ear v/arranty. From your friends at
Suncom.
trademarks of Atari, Sears, Commodore, Apple Computer
POWER LINE
PROBLEMS?
SPIKESPIKER® ...THE SOLUTION
Protects, organizes, controls computers &
sensitive electronic equipment. Helps prevent
softwore "glitches", unexploined memory loss,
and equipment domoge. Filter models ottefiuote
conducted RF interference. 1 20V, 1 5 Amps.
Other models available. Ask for free literature.
DELUXE POWEI COMSOLE
$79.95
Tron^ient afaiorber, dual 5-stoge
filter. B individuclty s»ifitch«J
sockeTi, fus«d. moin iwilch, & lite.
QUAD-II $59.95
Transient ab softer. Diwl 3 stage
filtef 4 iDCkets, lite.
QUAD-l $49.95
Transient absodMf, 4 sockets.
MINI-II $44.95
Tronsient obsorlier, 3 stog* filter,
2 sockets.
MINI-I $34.95
Tronsient absorber, 7 sockets.
6581 RuchRd . Dept.CP
Bethlehem. PA 18017
215-aa7-0700
Out of State Order Toll Free
800-523-9685
DIALER INQUIRIES INVITED • CODs odd S3 ,00 + Ship.
July 1983 COMPUTi! 75
Speed Ski
Dub Scroggin
SpeedSki takes VIC BASIC to its limits. Like most good
action games, SpeedSki is easy to learn and hard to
master. What's equalh/ unpressive, the program niiis
extremehj fast , and creates an excelle}it, realistic physical
challenge. It sounds and feels like skiing - complete
with jumps, trees, fences, and an ever-changing
pathway.
Also, if you're interested in progrannning gaines
in VIC BASIC, the author provides a complete explana-
tion of how the program works. He discusses the tech-
niques which permit such amazing execution speed.
With five skill levels , for one to four players, on
any unexpanded VIC. The world's champion SpeedSkier
(the author himself) lias managed to achieve a score of
168 during a five-run series. Do better than that and
you'll he the nezv record holder,
"SpeedSki" is a fast; action VIO20 game that fits
in standard memory and makes full use of the
VICs color and sound capabilities. It is controlled
from the keyboard and provides up to five rounds
of play for one to four players, allowing each to
select from any of five skill levels.
The game was designed around one central
concept " speed. Every effort, short of machine
language, has been used to make the game run as
fast as possible without sacrificing too much
realism. The result is an exciting game requiring
concentration and practice. It's easy to learn the
basics at skill level one, then step gradually up to
level five, but mastery will take a lot of practice.
Avoid The Hazards
The object is to steer a skier through 10 gates,
while avoiding the hazards posed by trees and
fences. The optional jumps will improve your
time. The best possible hme, about 29 seconds,
can be achieved at skill level five by avoiding every
hazard, hitting every gate, and taking every jump.
But getting this best time is not easy, even for an
expert. I've played the game several hundred
times and have made a perfect score only a handful
of times. And I'm the greatest SpeedSki player in
the world. The fact that as I write this there are
only three players in the world could have some-
thing to do with this, of course. The other two are
my daughter; who is second best in the world,
and a friend's son, who has played only once.
My best score for a five-run series is 168. Beat
that score and youTlbe the world's champion
SpeedSki player.
76 COMPUTE! Jufy1983
You should take the jumps whenever you
can - they not only move you ahead, they also
take you over trees you might otherwise hit, and
increase your speed. Every time you hit a tree,
you move up one line on the screen (to a limit of
ten), and you have more time to react to the slope
coming up from the bottom. You are also a little
farther from the finish line. Whenever you hit a
jump, you move down a line (to a limit of three
below the center), so you are closer to the finish
line, but you must also react faster.
There are a number of REMarks in the pro-
gram listing as an aid to understanding, but I
recommend they not be typed in because of the
memory they consume.
Defining Characters
Line 10 prints the title, and line 20 sets the memory
limits that are necessary in a program employing
user-defined characters. Moving the end of mem-
orv indicators hides a section of memorv from
BASIC, so this section can be used for storing the
user-defined character values.
Try this: print FRE(X) and hit RETURN. Then
type POKE 56,28: POKE 55,250: POKE 52,28:
POKE 51,250 and hit RETURN. Now type FRE(X)
and hit RETURN, again. You'll see the difference.
BASIC has been fooled into thinking the end of
its memory is closer than it really is, and you ap-
pear to have lost about 260 bytes of memory. Line
20 also sets the screen and border colors to white
and white, like snow.
Line 30 reads X, a memory location in the
protected area set up by line 20. If X is 0, then all
data has been read, and control passes to the in-
structions starting in line 70. Otherwise, line 40
reads the values to be placed in X and the seven
following bytes, and POKEs these values in. For
instance, line 30 reads '7672", Line 40 then reads
"16" and POKEs 7672 to 16. Then it reads "56"
and POKEs 7673 to 56, then 7674 to 56, and so on.
Control then goes back to line 30 where the
next value of X is read in and tested. The final
data step contains a 0 for the value of X following
the eight values of Y. So when all the data has
been read in, line 30 ends this part of the program.
Players And Skill Levels
Lines 70-90 print the directions. Note that the
symbol "T'' in line 70 means to press the Commo-
dore flag key, and then hit the "T" to underline
the title Line 100 is used for inputting the number
SOFTWARE
F
you own a VIC 20 or
Commodore '64 get
ready to explore the
potential of these fine
machines with LUNA
Software. The software
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We have broken free of
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Experience heart-racing
surges of adrenalin while
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HYPER-HEN grid. And, if
you're the PEDESTRIAN,
keep a sharp eye on the
traffic behind you, and
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LUNA'S full line of arcade
style games and user-
friendly business software
makes us the industry's
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LUNA Software: Comnr^it-
ted to providing you with
State-of-the-Art concepts
and programming to
bring out the best possi-
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your Commodore com-
puters. Gait LUNA today
for the name of a dealer
in your area.
LUNA SOFTWARE, P, 0. Box 26922, San Jose, CA 95159-6922 (408) 378-7793
of players and also for rejecting bad input. A value
outside the allowed range passes control back to
line 70; the screen is cleared, the instructions are
reprinted^ and you are asked for the number of
players again. Line 110 accepts the number of
rounds desired and rejects bad input in the same
manner as line 100.
Line 120 initializes the values of R (the number
of the present round) and P (the number of the
present player). Lines 130-140 prompt the player
skill lev^els, and line 150 accepts the player choice
as a string variable^ AS. Lines 160-200 assign values
to SS based on the skill level input, and line 210
converts AS to the numeric variable SK. It then
uses SK to establish a value for RN, which will
control the number of trees printed.
The number of trees is tied to the skill lev^el,
so that the higher the skill level, the more trees
there will be. If you'd like more trees, change the
"1" to a larger number, but no more than 5. If SK
is not an integer, or is outside the range of 1 to 5,
line 210 rejects it. Moving the cursor up ten spaces
and passing control back to line 130 makes it ap-
pear that the program does nothing but sit there
until a correct input is given.
Speed Versus Obstacles
Line 220 establishes a new value for SK to control
the speed of the program - faster for higher skill
levels. Line 230 POKEs 36869 to 255 and causes
the user-defined character set to be used instead
of the normal set. This may cause some problems
with debugging.
If an error is present after this step, the pro-
gram will stop, but all you'll see on the screen
will be garbage with an occasional skier or tree
thrown in. If this happens, hit the CTRL and RVS
keys, then type POKE 36869, 240 and RETURN.
All that garbage will suddenly make sense. Line
230 also clears the screen, sets the volume, and
establishes S as the noise generator.
Line 240 prints the trees on the screen for the
initial setup. Each time through this loop, a ran-
dom value "L" betw^een 1 and 19 is calculated.
Then a fence section is printed on the left, a tree
is printed at TAB (L), and a fence section is printed
on the right.
The initial value of B is set to 7910 in line 250.
This is the location of the skier in screen memory.
C is the difference between the screen map posi-
tion and the color code map position. F is the
POKE value for the skier figure; the POKE value
will be 55 when he's going to the left and 53 when
he's going to the right. The last three statements
of line 250 insure that the player is not faced with
the no-escape situation of having trees directly in
front of him at the start of a run.
Line 260 POKEs the flags of the first gate onto
the screen, and line 270 prints the level that was
78 COMPUTE! July 1983
determined in lines 160-200. Line 280 puts the
line between the flags for the first gate, and line
290 sounds the warning tones to let you know it's
time to start. Just after the last tone, line 300 sets
the timer. Line 310 then waits for you to press a
key. If you don't hit a key for a while, that's okay,
but the timer is running. You should use the time
that the warning tones give you to plan your
course through the first gate and then take off as
soon as the last tone sounds.
Line 320 starts the main program k>op. If SK
is not zero, then the computer counts to SK before
proceeding. This time delay, remember, is tied to
the skill level to start wnth, but it may be reduced
by hitting the jumps.
Skier Movement
If F is 55 in line 330, the skier is going left, and a
track is POKEd in behind him using a POKE value
of 58. If not, he's going right and the track's POKE
value is 59. The track is handled in line 340.
Lines 350 and 360 are the keyboard control
steps. If PEEK (197) - which is the memory location
that contains the current key pressed - is 29, then
the key for going left has been pressed. D will
later be used to produce movement to the left; F
is set to the figure for going left; and S, which is
the noise generator, is set to 245. If any other key
is pressed, or even if no key is pressed, then the
skier will be going to the right, and the values
needed for D, F, and S are set by line 360. You'll
notice this slight change in sound when you
change directions; it should sound like wind.
Gates And The Finish Line
G is incremented in line 370. If it's less than 28,
control passes to line 410, because no gate or finish
line is required. Otherwise, G is reset to 0 in
line 380, and E, which counts the gates, is in-
cremented. If E is 10, a finish line is printed and
control passes to 460. Line 390, which causes the
program to end, is executed only if the skier is
past the finish line. If E is less than 10, then a
random value between 2 and 11, inclusive, is cal-
culated. A gate is then printed starting at TAB(X),
X being the random number just calculated. Con-
trol then passes to line 460.
If no gate or finish line needs printing, control
passes from line 370 to line 410, skipping all the
above to reduce the time required for a pass
through the loop. If G is 10, then line 410 prints a
jump at TAB(X), X now being a random number
between 4 and 13, inclusive. Fence sections are
also printed at the left and right sides of the
screen.
Line 240 decides whether a tree will be printed
using the value of RN that was established in line
210. For skill level five, RN will have a value of .6;
if a random number is more than this, no tree is
^f^ m
im
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V
m^s^^^
.^
^«^^
,>"ke3^'
O
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printed. This means a tree will be printed roughly
60 percent of the time. For the lower skill levels,
this probability is reduced so that the lower the
skill level, the fewer trees there will be. If no tree
is to be printed, line 440 prints only the fence
sections. Otherwise, line 430 prints a tree at
TAB(L), L being a random value between 1 and
19, inclusive.
If PEEK (B) in line 450 is not 32 (a blank), then
the skier has run into something and control
passes to line 500 to find out what the skier has
run into and what to do about it.
The Illusion Of Motion
Line 460 POKEs the skier's location blank, then
calculates a new position by adding the value of
D (determined in lines 350 and 360) to B, the skier's
location. It then POKEs the appropriate figure
into that location. Essentially, the skier is placed
on a horizontal line on the screen and is allowed
to move only back and forth on that line. However,
the screen is scrolling upward beneath him, so
the illusion of forward motion is created.
The movement taken care of, control passes
back to line 320 for another pass through the main
loop. This loop, lines 320-470, has been kept as
small as possible in order to minimize the time
required for each pass through it. I have tried to
be very stingy with time in this section, figuring
that even one instruction repeated a few hundred
times adds a lot of potentially unnecessary time.
Flags And Fences
Line 500 is reached when line 450 detects that
something has been struck. This entire section
was originally a part of the main loop, but re-
moving it from the loop and replacing it with the
single statement in line 450 produced a significant
increase in speed. Line 500 checks to see if a gate
was hit. If so, it sounds a high tone to let you know
you got credit for the gate, then increments H,
the number of gates hit, and passes control back
into the main loop.
Line 510 checks to see if a finish line was
struck. If so, H is changed to the number of gates
missed, the elapsed time is placed in TM, and
control passes to line 640 to end the run.
If a flag was hit, line 520 sounds a low tone to
let you know you were close but get no credit for
the gate. Control then passes to line 570.
If a jump wasn't hit, line 530 transfers control
to 570. Lines 540-560 handle the jumps. The skier
is moved two spaces horizontally in the direction
(D) that he was going, the value of G is stepped
up to bring the next gate closer, the screen is skip-
ped up ten spaces, and the value of SK is reduced,
which results in a slight increase in speed. The
skier is moved down one line on the screen unless
he is already three lines below the center. Moving
80 COMPUTl! July 1983
him further down makes seeing what is coming
very difficult, but if you'd like to try it, one way is
to put a larger negative value here in place of the
-3, If, for instance, you put a -10, the skier will
move down every time you hit a jump. Another
way would be to start the skier at a lower position
on the screen. This would require simply changing
the initial value of B in line 250.
Line 570 checks to see if a fence section was
hit. If so, it changes your direction and passes
control to 610 for the sound effect. Getting out of
the fence may take a couple of tries. If a tree was
struck, then line 580 changes the figure to a cross
and passes control to line 600. Line 590 POKEs
S-3 to 0 in case it was set by hitting a flag in line
520, then passes you back to the main loop.
Shaking The Screen
Line 600 causes the screen to shake a bit when
you hit a tree. The inner loop here counts from 3
to 7, then from 4 to 6, and stops at 5. POKEing
these values into location 36864, which controls
horizontal centering, shifts the screen rapidly
back and forth around the normal value of 5. Line
610 increments OS, the number of objects that
have been struck, and also controls both the sound
effect and the changes in color of the cross in line
580. If a tree was struck, line 620 moves the skier
up a line, adjusts the value of U, and checks to
see if U has reached its limit of 10. If so, the run is
aborted and you are given another chance. If not,
line 630 passes control back to the main loop.
Line 640, the finish line sound effect, is
reached only if the finish line was detected in line
510. Lines 650-660 print out the statistics on the
run just completed and finish off the sound effect.
Line 660 also POKEs 36869 back to its normal state
so that the scores can be printed.
Line 670 computes the player's cumulative
score, adding the score for the run just completed
to his total from previous rounds, and also prints
DownJiiU mcin^^ on the VIC-20 in Speed Ski.
CREATIVE SOFTWARE
- the # 1 * independent VIC-20 f ulhline software
publisher in the U.S. - is proud to announce
4 new Game Cartridges & 5 Home Applications
for the COMMODORE 64:
pCfiEAJIVE
A GAME ON CARTRIDGE FOR THE COMMODCM^ 64~
^^Aa ioyifick confroller requlrad.
ICgEATIVE
ISOFTWARE
PRES0ITS=
/ISTROBLITZ
A GAME OK CARTRIDGE FOR TflE COMMODORE 64"*
4
Joystick controller r«quli«d.
TiAil^MAIi
A GAME OH CARTRIDGE FOR THE COMMODORE 64-
Joyttidt 00€ttrol1«f roquliwd.
A HOf/^ APPUCATON Pf*OGfiAM
f~
f r^^
m]
i'r
frX^^ff^^
ys> n
f^ T^^
s.
<3.
\{Sptj_^B5
^
\
U 1'^^ IVt^^^HUB /'
'
©
r,.,-\iy.y-<;3[p»=^
Q> \
I -^l mm
■ :©;
THIS GAME IS ALSO AVAILABLE FOfi THE V1C'20. THIS GAME IS AL50 AVAILABLE FOR THE VIO20.
CREATIVE
SOFTWARE
A Dtvision of ASCI. Inc.
230 East Caribbean Drive
Sunnyvale, CA 94086
*Bas€d on survey of distributors and retaifers.
Copyright 1983 by Creative Software. All rights reserved.
"VIC-SO," "COMMODORE" and "COMMODORE 64"
are trademarks of COMMODORE ELEQRONICS, LFD.
These Home Appli-
cation Prosrams
are also available
for the VIC-20.
the round number. Line 680 then prints the
cumulative scores for all the players, and line 690
reinitializes for the next run.
Line 700 increments the player number; if
the last player hasn't gone yet, control passes
back to line 130 to start another run. If the last
player has just gone, line 710 increments the round
number and checks to see if the game is over. If
not, the player number is changed to 1 and a nev^
round is begun. Otherwise, line 720 lets you know
the game is over. It then turns the cursor white.
To rerun the program, hit RETURN, then
type RUN and hit RETURN again. The reason for
this odd procedure: it isn't visible because it's
white on a white background, but some garbage
has been picked up during the run and lies on the
same line as the cursor. During the program this
garbage is disposed of by the loop that rejects bad
input for the skill leveL There is no such loop at
the end of the program, though.
Okay, time to get the program typed in, then
hit the slopes. There's a world record waiting to
be broken. Good luck.
Variable Listing
N P N u m be r ti f p ! ay e rs
NR Numbertif rounds
R Prese n t rou n d n u m be r
F Present player number
S$ Slope title
SK Time delay factor in main loop
RN Con t rol s p roba bi I i ty o f a t ree bei n g printed
S Noise generator (36877)
L Random variable used to position trees
B Skier's location
C Difference between screen map and color code map
F Skier figure
TI$ System clock
D Direction (1 or - 1 ) to be added to skier's location
G Counts spaces between gates and jumps
E Counts gates
X Random \'ariable used to position gates and jumps
H Counts gates hit
TM Elapsed time for run
U Controls \'ertical movement of skier on screen
OS Counts number of trees and fence sections struck
SC Player's score for a run
Z(P) Player's cumulative score where P is the player number
BEGINNING PROGRAMMERS
If you're new to computing, please read "How
To Type COMPUTE! 's Programs" and "A
Beginner's Guide To Typing In Programs."
SpeedSki
10 PRINT"{CLR1 {9 DOWN) I 3 SPACES }SPEED-SK
I": PRINT" {9 DOWN}"
20 POKE56 , 28 : POKES 5 ,250: POKES 2 , 28 : POKES 1
,2S0;POKE36879,25
30 READX:IFX=0THEN70
40 F0RI=XT0X+7 : READY : POKE I , Y: NEXTI : G0T03
0
82 COMPUTE! July1983
50 DATA7672,16,56,56,124, 124,254,254,16
51 DATA7664,0,0, 15, 32, 64, 128,0,0
52 DATA7656,0,0,240,4,2,1,0,0
53 DATA7648,40, 40, 40,40, 104, 56,44,40
54 DATA7640, 32 , 16, 136 , 68, 34, 17 , 8, 4
55 DATA763 2,4,8,17,34,68, 136,16,32
56 DATA7624,16,28,30,28,16, 16, 16,56
57 DATA7616,0,0,0,0, 25 5,8 5, 170, 255
58 DATA7608,16,24,126,24,26,44,72,16
59 DATA7424,0,0,0,0,0,0,0,0
60 DATA7592,8, 24, 126, 24,88, 52, 18,8
61 DATA7584,0, 0,0,0,0,0, 255,0
62 DATA7576,8, 8, 28,8,62,8, 127,8
63 DATA7 568, 8, 8, 62, 8, 8, 8, 0,0,0
70 PRINT" {CLR} [BLKl is SPACES ) SPEED-SKI " :
PRINT"i22 T3"
PRINT" I UP 1 {BLU} YOUR SCORE IS ELAPSED
TIME + 5 FOR EACH GATEMISSED.
{2 SPACES) LOWEST SCORE WINS."
PRINT" (down) PRESS {RVS}<[0FF} TO GO L
EFT 1 4 SPACES} AND { RVS) > {0FF}T0 GO RIG
HT . "
I NPUT " I DOWN } NO . PLAYERS ( 1 -4 ) " ; NP : I F
NP<1ORNP>4THEN70
INPUT" I down! NO- ROUNDS {2 SPACES} (1-5
) " ; NR: I FNR< 10RNR> 5THEN70
R=l : P=l
130 PRINT " I DOWN } [RVS} I CYN) SKIER #";P:PRI
NT" {DOWN} (BLU} SLOPE DESI RED" : PRINT"!
=BEGINNER" : PRINT"2=INTERMEDI ATE "
PRINT " 3=ADVANCED " : PRINT " 4==0LYMPI C " : P
RINT " S^PROFESSIONAL"
A$=" " :GETA$ : IFA$=" "THEN150
IFA$= " 1 "THENS?= " [ 2 SPACES } BEGINNER"
IFA$= " 2 "THENS$= " INTERMEDIATE "
IFA$="3"THENS$=" (2 SPACES} ADVANCED"
IFA$= " 4 "THENS$= " I 2 SPACES } OLYMPIC "
IFA$= " 5 "THENS$=" PROFESSIONAL"
SK=VAL ( A$ ) : RN= ( SK+1 ) /10 : IFSK< 10RSK> 5
ORSK<>INT(SK)THENPRINT"U0 UP) ":G0T0
130
SK=3 5-5*SK
P0KE36869, 255 : PRINT" {CLR) " :POKE36878
,15:8=36877
F0RI=1T022:L=INT(RND(1)*19)+1:PRINT"
lRED}<"rTAB{L); " {GRN} ? " ; TAB ( 20 ) "
(RED}<":NEXTI
B=7910 : 0^307 20 : F=55 : POKEB , F : POKEB+C ,
3 : POKEB+22 , 32 : POKEB+21 , 32 : POKEB+23 , 3
2
POKE8125, 57:POKE8131, S7:POKE8125+C,4
:POKE8131+C,4
PRINT" {HOME} {8 DOWN ) 1 4 SPACES} (RVS } "
;S$; "{13 DOWN}"
FORI=8126T081 30 : POKEI , 52 : POKEI+C, 4 :N
EXT I
F0RI = 1T05 t POKES-1 , 220 + 5*1 : FORT^iTOl0
0 : NEXTT : POKES-1 , 0 : NEXTI
TI$="000000"
GETA$ : IFA?=" "THEN310
IFSKTHENFOHT=1TOSK : NEXTT
IFF=55THENPOKEB-21,58:GOTO350
POKEB-23, 59
IFPEEK (197 )=29THEND=-1 : F=55 : POKES, 24
5:GOTO370
D=1:F=S3: POKES, 246
G=G+1:IFG<28THEN410
G=0tE=E+l : IFE=10THENPRINT*' {PUR} 98888
8888888888888889 " : GOTO460
80
90
100
110
120
140
150
160
170
180
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
Exterminator By Ken Grant
Just about as action-packed and
complex as is nufisically possible in
your standard 5K VIC 20. This ex-
tremely well-written, machine code
game is invariably praised by cus-
tomers and has been calied the sec-
ond best tape game made for the VIC
of 1982 (oh, no, not by us, we don't
agree with that opinion). Rapidfire
from the bottom of the screen at
moving insects and creatures . . . any-
thing that moves, and even anything
that doesn't. Just don't be overrun by
any or all. It's as much fun the hun-
dredth time you play it as it was the
first. This game plays stick or key and
runs in standard 5K ViC 20.
3-D Man Not just another eat-the-
dots-in-a-maze game, this! Though
you find yourself in an edible dot-
littered floor plan that may seem
vaguely familiar, we guarantee you
have never looked at it from this per*
spective {eye level) before- The dots
diminish into the distance as you
race down a hallway eating them one
after the other. The dot-remaining
counter on the right clicks downward.
Race through a 4-way intersection
and whoops! Head to head with one
of the ghosts that haunt these halls!
Back quickly on the stick puts you
facing the dotless hall you just
cleaned out when . . . another ghost!
A quick left turn into that junction
saves you, but in the confusion
youVe lost direction momentarily
and must check the miniature radar
plotting screen to set things straight.
. . . Definitely, an ordinary maze game
this one is not. 3-D Man requires a
joystick and at least 3K extra mem-
ory.
Racefun Extensive use of multi-
color character graphic capabilities
of the VIC make this game very ap-
pealing to the eye. Fast all-machine
language action, quick response to
the stick or keyboard-controlled
throttle, combine with the challenge
of driving in ever-faster traffic to
make it appeal to the rest of the body.
Plays joystick or keyboard.
i
"^
_5D MAbI ^
^
H
^^PT
/v^^^
l|rf^ffH||
M
^^
w
b^^^^^^^^^^^^P^Ty
WARMING! ~'~~~^^^^=^C^ ^^ J
Antimatter Splatter* a more
dastardly alien could scarcely be
found than one who would wipe out
an entire civilization by dropping anti-
matter anti-canisters, right? If your
opinion of this alien troublemaker is
the same as ours, probably your first
thought was, get some matterl We
say calm down! All is not lost. A
mobile rapid splatter cannon capable
of both breaking through his standard
alien moving force fields and laying
waste to the ever-increasing number
of anti-canisters is even now hovering
above uS- If only our cannoneer
hadn't called in sick. ..say, what are
you doing today? AnthMatter Splat-
ter is 100% machine language and
runs in standard 5K VIC.
nUFEKUP
P.O. Box 156, Shady Cove, Oregon 97539-0156
C.O.D, Orders„,call (503) 878-2113
Mastercard and Visa cards accepted
Ask for our new FREE catalog!
NOW: Two for the 64!
Call, write, check your stores and watch our ads!
Defender on Tri As pilot of the
experimental Defender-style ship
"Skyes Limited," you are the only
hope for an advance party of scien-
tists trapped in ancient alien sphere
which suddenly (heat from collision
course with sun presumably— G.E.)
came to life. Four screens worth of
unique defenses, on-off shields, fuel
deposits, alien treasures, running
timer, energy, score and very nice
graphics display make this one that
does not quickly wax old. Defender
on TRi requires at least 3K memory
expander, but will run with any
memory add-on {8K, 16K, 24K, etc.} we
have come across.
Alien Panic Standard 5K VIC
20/combination stick & keyboard.
This arcade4ype game pits you
against time and an alien on a six
level construction sight with ladders
and pitfalls, but not to worry! You
have a shovel.
And there's more...
Rescue From Nufon Adventure M2.95
Collide Crunch M2.95
Vikman Classic M2.95
Search Challenging M 2.95
VlC IS a tradennark of Commodore BusinQSj Machiaes, Inc
390 IFE>10THENPOKEB,56:GOTO510
400 X=INT ( RND (1 ) *10 ) +2 : PRINTTAB (X ) " I PUR}
9444449" :GOTO460
410 IFG=10THENX=INT ( RND ( 1 ) * 10 ) +4 : PRINT "
{UPl {RED}<";TAB(X)"[GYN)>^";TAB{20);
"lRED}<"
420 IFRND(1)>RNTHEN440
430 L=INT ( RND ( 1 ) * 19 ) +1 : PRINT " [ RED } < " ? TAB
(L)"tGRN}?";TAB(20)"{RED)<":GOTO450
440 PRINT" {red} <" ;TAB(20) r "<"
450 IFPEEK(B)<>32THEN500
460 POKEB, 32 ; B=B+D: POKEB, F; POKEB+C, 3
470 GOTO320
480 END
500 IFPEEK ( B ) =52THENH=H+1 r POKES-1 , 240 : FO
RT=1TO30 : NEXTT : POKES^l , 0 : GOTO460
510 IFPEEK ( B ) =56THENH=10-H ; TM=INT ( Tl/60 )
: POKES-1 , 0 : POKEB+D , F : GOTO640
520 IFPEEK ( B ) =57THENPOKES-3 , 220 : G0T05 70
530 IFPEEK(B) <>62ANDPEEK(B) <>61THEN570
540 POKES , 253 : D=D*2 :G=G+10 : FORI=1TO10 : PR
INT"{RED}<";TAB(20)"{RED}<":NEXTI:IF
SK>0THENSK=SK-2
550 IFU>-'3THENB=B+2 2:U=U-1
560 GOTO460
570 IFPEEK(B)==60THENPOKEB,60:D=D*-2:GOTO
600
580 IFPEEK(B)=63THENPOKEB-22,50:POKEB,51
:GOTO600
590 POKES-3,0:GOTO460
600 FORJ=2TO0STEP'-i : FORI = 5-JT05+J : POKE36
864,I:NEXTI,J
610 08=08+1 :FORT=0TO127 : POKES, 25 5-T: POKE
B-22+C , INT ( T/ 22 ) +2 : NEXTT : POKES-1 , 0
620 IFPEEK(B)=51THEND='-22:U=U+1 : IFU=10TH
ENPRINT"{RVS} [CLR}TRY AGAIN" :POKE368
69,240:GOTO690
630 GOTO460
640 POKES , 0 : F0RT=1 28T025 5 : POKE8-3 , T : NEXT
T:POK'^S-3,0
650 U=0:PRINT"lCLR} {RVSlOBJECTS HIT="rOS
: PRINT" { RV8 } GATES MISSED= " r H : PRINT "
lRVS}TIME="TM:8C=TM+5*H
660 PRINT " I RVS } SCORE= " 8C : POKES-2 , 220 : FOR
T=1T01 00 : NEXTT : POKES-2 , 0 ; P0KE36869 , 2
40
670 Z(P)=Z(P}+SC:PRINT"{2 DOWN}
{7 SPACES }{ RVS } ROUND ";R: PRINT" " : FOR
I=1T0NP
680 PRINT" {3 SPACES} SKIER # " r I ; Z ( I ) : NEXT
I
690 SC=0 : G=0 : E=0 : OS=0 : H=0 i IFU=10THENU=0 :
POKES, 0:GOTO1 30
700 P=P+1:IFP<NP+1THEN130
710 R=R+1 : IFR<NR+1THENP=1 :GOTO130
720 PRINT" 1 2 DOWN} {6 SPACES} I RVS } GAME OV
ER" : PRINT" IwHT} " :END q
st^S^I
audio
!„Vc distortion, ciea-^^iiity. and
i Sinclair'^*'"
0^^^^?om us-^P°^^P^" °Sc ^'--« t^..os.
\;i°%^nqeic£i^
84 COMPUTE* July 1983
2r
D
f' Timothy G Baldwin
This entrancing, well-designed game for any Atari offers
you the best of both worlds. It has the drama, variety, and
mystery of a good adventure game combined with the
fast-paced excitement of an arcade game.
Your job is to rid the ki}igdom of the three evd
wizards. All this would be easy if the wizards weren't
so zealously guarded by servants whose names reflect
their personalities: bat-wingers, blinkers, chokers,
crushers, and stompers.
You are in love with the Princess Dilayna and have
asked her father the King for her hand in marriage.
Her father does not particularly like you. He chal-
lenges you to demonstrate your worthiness by cap-
turing the three evil wizards that have been ravaging
the kingdom for years. They each live in their own
castle protected by their servants - the bat- wingers,
the blinkers, the chokers, the stompers, and the
crushers. The castle rooms are rumored to be
deadly, with untouchable walls, fast-moving
enemies, and no exits. You reluctantly accept the
King's challenge.
Fortunately, a friendly magician gives you a
cloak that makes its wearer invisible. But the cloak's
power works only for a limited time in each room.
Once the time is up, you are instantly destroyed.
The magician also gives you a magic spell that
temporarily freezes all servants in a room. But you
must use this spell with care: it will consume a por-
tion of the cloak's power each time it is used.
Armed with these aids, you leave on your
quest. The King wishes you good luck - or did he
say good riddance?
The Three Wizards
The object of "Castle Quest" is to capture the three
wizards. To reach each wizard, you must pass
through the ten rooms of his castle. The rooms are
inhabited by the wizard's servants, who mt^ve about
quickly in an unpredictable manner. The higher
numbered rooms in each castle have more servants
(up to 32). The servants move progressively faster
as you complete more rooms.
You have three (3) lives to capture the first
wizard. Capturing a wizard earns you three addi-
tional lives. Touching a servant or a room wall or
failing to exit a room within the allotted time will
cause loss of a life. You cannot exit a room until
you capture both door keys in that room by touching
them. One key is invisible until the other key is
touched.
Once both keys are captured, the room's exit
appears - unless you are in a castle's tenth room. In
this case, the wizard appears, and you must capture
him before you can escape. Also, once you capture
the first key, your presence becomes known to the
wizard, and he causes room wall segments to move
to block your escape. You must move quickly to
avoid destruction.
Secret Passages
A counter at the top of the screen signals the amount
of "cloak time" remaining. Pressing the joystick fire
button will temporarily freeze the action, permitting
you to move safely past a tight corner, but you lose
50 units of cloak time each time you use the freeze
option. The room number and the number of your
remaining lives are displayed at the top left of the
screen. Your score - a measure of your ability to
elude the many dangers involved - is displayed at
the top right of the screen.
Room patterns, key locations, servant locations,
and wizard placement are randomly generated, so
be prepared to touch keys partially embedded in
walls, move through weird mazes, etc. Sometimes
a secret passageway is created at the screen bottom
or in a room's right wall. You may use these pas-
sageways for a quicks easy escape.
I will make tape or disk copies for anyone who
sends me a blank tape or disk, a stamped, self-
addressed mailer, and $3.
T. G. Baldwin
Box 354, Route 2
Hayes, VA 23072
Castle Quest
10
PftCESaMEMORY SRUF
20
30
REM i^
C0=0: Cl=l : C2=2: C3=3 : C4=4 : C5=5 : C6-
6: C7=7: 08=8: C9=9: C 1 0= 1 0 : C t 5= 1 5 : C 1
6=16: C256=256: RAMTOP=PEEK ( 106) :MI
SSIDN=C1
REM
^7 iJiJsW^>
XNXTXRLXZRTXON ROUTXN
July 1983 COMPUTE! 85
2S0
Searching for the keys to the hidden door on Atari's Castle
Quest.
40
GO
: ?
C
50
Tl
0:
= C
60
GO
70
RE
i9
80
GO
SU
OK
90
IF
100
X
1 10
R
<
120
G
<
130
I
140
P
>
0
150
X
SUB 1080:EOSUB
" <:CLEAR> " : POKE
2, C0, C0; GOSUB 3
=Ca:GOSUB 1150:
G=C0: L=C3: Q=C0:
0
SUB 320
M C4
SUB 970:GOSUB 4
B 1500:POKE 156
E 53248, 60: POKE
C=C10 THEN GOS
=USR ( 1767) : FOR
I:PDKE 1568, F
EM i^
=G-C1 : IF (PEEK (
C0> THEN 400
F PEEK (203) >204
OSITION 23-<G>9
, C0: ? CHR* (B) ; G
THEN SETCOLOR
= PEEK (53260) : IF
POKE 53250, W2:P
EEK(706)<>N THE
706, N
770:GRAPHICS C16
752, CI : SETCOLOR
10
T1=C16-GQSUB 115
C=C0: X 1=C0: SCORE
PRCESHROOM SETUP ROUTXN
50:GOSUB 1340:GO
8,C1-P0KE 77,0:P
53249, Wl
UB 340
I=C0 TO 100:NEXT
PRCE^HMniN PROGRRM l_00
1566} < : C0) OR (G
THEN 520
99 > - (G>99) - (G>C9
; CHRS (B) : IF G< 10
C2, C4, C0
( X-Xl ) >=C2 THEN
OKE 53249, C0: IF
N GOSUB 380: POKE
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
160
IF X-X1>=C4 THEN POKE 53251, W3:P
OKE 53250, C0
460
170
IF X>=C6 THEN GOSUB 260
180
IF STRIG(C0)=C0 THEN POKE 1568, C
1:G=G-50:FOR 1=0 TO 250:NEXT I:P
4 70
OKE 1568, F
480
190
CHBASE=RAMT0P-C8-C8* ( INT (G/2) =G/
2) : POKE 756, CHBASE
490
200
IF PEEK (706) =N THEN IF RND(C0)>0
-95 THEN PLOT I NT ( RND ( C0 > * 38 ) , I N
500
T (RND <C0) *22) : GOSUB 24 0
210
IF STICK (C0) < >15 THEN SOUND C2,l
00, C6, C8: SOUND C2, C0, C0, C0
510
220
GOTO 120
5 20
230
ISiaM^ft^lSPnCE:Sll"SHODTXNG" 3 0UHP Rl
TilliiiMa^.^ kf:J:Trf^rf>
240
FOR I=C0 TO 30:SOUND C0,I,C0,C15
:NEXT I : SOUND C0 , C0 , C0 , C0 : RETURN
530
250
■-IfdZH OfltflM F«TT ni^KMlHU RUUIXNt^H
<4 i--1J;W=^i>
260
IF C = C10 THEN IF X014 THEN RETU
RN
540
270
FOR I=C0 TO C5;P0KE SC+C10*40+I*
C0
RE
40-Cl , C0: NEXT
OR I=C15 TO C
, C10, C10, I
SOUND CI , 1 1,C
, C10, I+C2: SOU
I:FOR 1=0 TO
:NEXT I
POKE 53251
53278, 255
REM
<:3 ^-lJ;m4=!>
POSITION C10+
game setup " : R
C=C+C1 : POSITI
ead y -f or Room
REM
C6 h^J;Hm>
PL= (RAIiTOP-9)
ND (C0) »151 ) : R
TO 11:READ Z
DATA 102, 36, 1
, 60, 60, 36, 102
W3=70+INT (RND
P: RETURN
REM
I : POKE 53278, 255: F
0 STEP -C1:S0UND C0
10, I+Cl : SOUND C2, 12
ND 3, 13, 10, H-3:NEXT
3:S0UND I,C0,C0,C0
: POKE 53250, C0: POKE
TURN
USER XNFORMRTXON RQUTTNES
CI , C 10: ? "Wai t for
ETURN
ON C10,C10:? "Get r
" ; C: C = C-C1 : RETURN
HXZRRD PLOTTIKG ROUTXN
*256:PL=PL+52+INT(R
ESTORE 350:FOR I=C0
: POKE PL+I , Z: NEXT I
26,90, 126, 126,66, 90
(C0) *130) : POKE 707,
KEY TOUCHXNG" SOUND ROUTX
SOUND C2, 20, C10, C10: SOUND CI, 80,
C10,C10:FOR 1=0 TO 30:NEXT I : SOU
ND CI , C0, C0, C0: SOUND C2, C0,C0,C0
:RETURN
REM —I I I gJ:^rfK--^i»1=i=tif=1J^rM»}a
C3 i=1;7sM4-i> JB lull ^'1 |lhi I I
{21 aHngs>
FOR I=C0 TO C3:P0KE 53248+1, C1:N
EXT I:POKE 1568, CI:? ■■<CLEAR>":S
ETCOLOR C2,C0,C0:IF Q THEN RETUR
N
POKE DL+C15, C7:P0SITIQN C4,C10:I
F Q THEN RETURN
POKE 756,224:? "TOUGH LUCK '": FOR
I=C0 TO 200:SOUND C0 , C6 , 1 00 , C8 :
NEXT IiSQUND C0 , C0 , C0 , C0 : T2=C 1
POKE DL+C15, C2: L=L-C1 : ? " CCLEAR>
" : C = C-1 : GOSUB 320: C = C-M : GOTO 80 +
500* (L<=C0)
REM l>3i*rfd:3SMMJi:ti*:^Ji:TiTi1SlM
^:9 aasHSxa SPACES >[3imiiaaESi^si
>'<H--M:MiJifWTT^C7 K-f J;TH=H>
A=INT(Ci6*RND(C0) )*Ci6+C6:M=INT(
C16»RNDCC0) )«C16+C2:N=INT(C16*RN
D(C0> )*C16+C4:P=INT(C16*RND(C0) )
*C16+C8
B=33+C-C6*(C>5) :C=C+C1:D=C2+C2*(
C>C1)+C4»(C>C3)+C8*(C>C6)+C16«(C
>C9)
E=INT(RND(0)*5+7):POKE 17 63, E
F=C2+(C>C9)+C2*(MISSIQN-C1>
G=100+C»50: COLOR B;POKE 1578,31:
POKE 1566, C0: POKE 756,RAMT0P-C8:
POKE 53278,255: X1=C0
SETCOLOR 2, C7* (C = 7) +C2* (C = 8) +C 1 *
(C=9) +C3* (C=10> , C0: RETURN
REM Mi;--14:»^-Trf:T:J^-^drIiiaM:M:IiIilS
t5 anaa^CS SPACES >«IIiin5IIIl
<22 t--1J;W4-i>
Q=C1:G0SUB 400:6OSUB 410:POKE 75
6, 2 24: ? " C3 SP ACES> ATT ABOY 5 " : Q = C
0
FOR I=C0 TO C5:S0UND C0,C10,50,C
8:P0KE 705,C10:POKE 706,C10:POKE
710,C10:POKE 712,C10:FOR J=C0 T
O 50: NEXT J
SOUND C0,C10,100,C8:POKE 705, C0:
POKE 706,C0:POKE 710,C0:POKE 712
86 COMPUTE! July 1983
stake a.Cl^^««fftne most
excitii|g Ne^ Game for your
Afaii Hc^poie Cciinpute£]II
the pfb^rafmining
I that brought you
Kobot Attack"^ "Defense
Command*" and many other
great Arcade games for
yourTRS-80-
' 100% machine language
-» 16K ROM Cartridge, the
largest available anywhere!
• Written specifically for th "
Atari^ — not a converted
Apple^- game. i 1
• Ten different rounds / -^
DHRculty adjustment
High score table
Demo mode /—
Spectacular sound^nd
1 graphics h-^ ;
• Runs on any f \ -
400/800 with ' .
at least 16K /
memory
• Only $49.95 ||
Available also
For the 5200
^po. flffl?!9p%j^c ^^.^S:^^ C4 91409 am jbz sa^i
550
560
570
5S0
,C0
SOU
. •-?
RE +
IF
ION
GOT
REM
[3<:8
600
610
620
630
640
650
660
770
780
790
800
810
820
830
840
850
860
870
: FOR
ND C
"CCL
MISS
C = C1
= C3)
O 80
C3 aQIIH^a>
J=C0 TO
0, C0, C0, C
EAR> " : GDS
ION*INT ( (
0 THEN BO
50:NEXT JrNEXT I
0: POKE DL+C15, C2
UB 320: SCORE=SCD
G*C> /C10>
TO 580+1 10* (MISS
590 ?
L+1
, C6
0
POS
POS
CCLE
1 , C6
: POK
AR> " : POKE
:POKE DL+
E 707, C0:
niJ=feliMrmi^ifcrfr
DL+C9^ C6: POKE D
13, C6: POKE DL+15
IF L<=C0 THEN 66
ITIDN C2,C4
:POSITI0N 2
ITIDN C3,C7
C5=? "YOU HAVE":
' "COMPLETED YOUR
' "QUEST" : C=C0:L=
■ t
"Pr
POSITION 27, Ca
L + C3
POSITION C5, 15
o continue
POSITION C5, 19: ?
POKE 53279, CB: IF
THEN 640
? " tCLEAR> " : POKE DL+C9 , C2 : POKE D
L+1 1 , C2:P0KE DL+ 1 3 , C2 : POKE DL+15
, C2: MISS10N=MISSiaN+ (L>C0) tCl : BO
TO 60 + 620* (L<=r<?)
POSITION C7,C4:? "SORRY ? " : POSITI
: POSITION C5, 17: ?
I=]4--1=*J to quit"
"SCORE: "; SCORE
PEEK (53279) < >C6
1536 + :
^08, 2
30
RESTORE 790:FOR 1=1536 TO
47:READ A:POKE I,A:NEXT I
RETURN
DATA 173, 4,2 08, 20 1 , 4,240, 2,
2, 17 3, 99, 228, 14 1 , 36, 2
DATA 17 3, 100, 228, 141 , 37, 2, 14 1
,6, 141 ,30,2 08,7 6,98, 228
DATA 0, 162, 2, 2 02, 240, 42, 138, 72, 1
73, 10, 210,41,7, 10, 170
DATA 189, 0, 1 , 133, 206, 133, 20B, 232
, 189, 0, 1 , 133, 207, 133, 209
DATA 32, 148, 6, 165,207, 15 7, 0, 1 , 20
2, 165,206,157,0, 1,104
DATA 170, 208,21 1 , 1 62 , 5 , 1 73 , 1 20 , 2
, 202, 240, 19 7, 24, 106, 176, 249
DATA 72,224,2,240,8,224,1,208,13
, 230, 203, 208, 2, 198, 203
DATA 165,203, 14 1,0, 208, 208,32, 16
9,0, 224, 4, 2 40, S, 168, 145
DATA 204, 230, 204, 76 , 1 34 , 6 , 1 60 , 7 ,
880
890
900
910
920
930
940
950
960
970
980
990
1000
145, 204, 198, 204, 16 0, 0, 185
DATA 240,6,145,204,200,192,8,208
, 246, 104,76,83,6, 160,0
DATA 152, 145, 206, 173, 10,210,41,1
, 208, 15, 169, 56, 141 , 201 , 6
DATA 169,233, 14 1,204,6, 141,210,6
,208, 13, 169,24, 141,201 ,6
DATA 169, 105, 141 ,204, 6,141,210,6
, 173, 10,210,41, 1,208,2
DATA 169, 40, 14 1 , 205, 6,216,0, 165,
0, 133, 206, 165, 207, 0
0, 13 3,207, 177, 206, 240, 8, 165
133, 206, 165, 209, 13 3, 20 7
169, 1 1 , 145, 206, 96, 104, 168, 1
169,7,76,92,228,60
126,90, 126,90, 102, 12 6, 60
ETUP PLftYER-HrSSTLE GRRPH-
:M'I*<:[
ON 2
4,C5:? "you blew it,": POS IT I
ON C2,C7:7 "quests completed ";M
1010
ISSION-Cl
670
GOTO 620
680
RUN
1020
690
REM
L15ER WXNS THE ^RME ROUTINE!
iS KlJ=T>J4--11
700
GRAPHICS 2:SETC0L0R C2,C0,C0:POS
ITIOI
res5
+ n "
^J C6,C4:? 4*6; "YOU WON f " : ? "
P
1030
».-%-^-«id2Hrl^H=Ai ^nrl thP-n RUN
1040
710
to ,
POKE 752,1:7 :? "begin a new gam
720
POSITION C1,C7:? #6;"final score
"; SCORE
1050
730
FOR 1=255 TO C0 STEP -CI: SOUND C
0, I, 10, 10:POKE 712,I:P0KE 710,1:
1060
NEXT I
740
GOTO 740
1070
750
POKE
1568, CI : RUN
760
REM (
F>UT R UERTICBU BLRHK XHTERR
±
1080
(3Q<8
206, 0
DATA
,208,
DATA
62,6,
DATA
REM
«<9 SPACES]
CIO a3IHS>
POKE 559,62:PQKE 54279 , RAMTOP-C 1
6:P0KE 53248, CI : POKE 53277,03
PL=RAMT0P-12:Y=PEEK(88) ;Z=PEEK<8
9>:P0KE 88, C0: POKE 89, PL: POKE 10
6,PL+C3:? " CCLEAR> "; POKE a3,Y:P0
KE 89, Z
POKE 106, PL+12: PL=PL*C256+120: IF
C=C0 OR C=C10 THEN 2=(RAMT0P-C9
)*C256:F0R I=Z TO 2+255:P0KE I,C
0:NEXT I
FOR I=C0 TO C7:PQKE PL+I,PEEK(1
776+1 >: NEXT I
POKE 203,60:POKE 204 , PL- I NT ( PL /
C256) »C256: POKE 205, INT (PL/C256
)
PL=(RAMT0P-ll)*C256:PL = PL'i-52+IN
T (RND (C0) *151 > : RESTORE 1030: FOR
I=C0 TO C7:READ Z : POKE PL+I,Z:
NEXT I
DATA 0,6, 15, 249, 255, 166, 160, 0
W1=70+INT(RND(C0)*130) :PL=(RAMT
OP-C10) *C256: PL = PL + 52+ I NT < RND (C
0) *151 > iRESTORE 1030:FOR I=C0 T
O C7
READ Z:POKE PL+I,Z:NEXT I:W2=70
+ INT(RND(C0)»130):POKE 705, M: IF
T2 = C1 THEN C = C--C1 : T2 = C0
POKE 53249, C0: POKE 53250, C0:RET
URN
REM C4 U1sJ;TH=fci> hii*iW^:J:Trt;^:IilU*^!
GRAPHICS 18:SETC0L0R C2,C0,C0:P
OKE 708, 202: POSITION C5,C2:'> #C
6; "CASTLE" : POSITION C9,C4:? #C6
; "QUEST"
1090 DL=PEEK<560)+C256«PEEK(561):POK
E DL+13,C2
1100 POSITION C3,C8:? #C6;"How many
roams can you survive?"
1110 FOR I=C0 TO C3:P0KE 708,C0:SaUN
D C0, 60,C10, CS: FOR J=C0 TO 100:
NEXT J: SOUND C0, 160, C10, C8: POKE
708, 202
1120 FOR a^C0 TO 100:NEXT JiNEXT I
1130 SOUND C0, C0, C0, C0: RETURN
1140 REM j-l-fci '[-■-! J l>*M-li^iULLI-LiJhrfa<rm=i^l
^^9 SPACESlt;nilA*4:i5iC22 L--1 iI:Trf =t=!>
1150 RESTORE lt60:CL=(RAMTOP-Tl>*C25
6;F0R I=CL+Ca TO CL+95:READ A:P
OKE I,A:NEXT I
1160 DATA 204,51,204,51,204,51,204,5
1, 10 2, 153, 102, 153, 102, 153, 102, 1
53
1170 DATA 136,34,136,34, 136, 34, 136, 3
88 COMPUTE! July 1983
Let your Atari experience the
iViPP-1100 Parallel Printer Interface
No Atari 850™ Interface Module needed.
Compatible with all software [including Visicalc™,
Text Wizard™, and Rlemanager 800™. etc.].
5 foot cable with Centronic plug [compatible with
Epson. NEC, IDS. etc.]
Faster data transfer. . imaq qe
8 bit data transfer. Only 99«l-«l3
2 year warranty.
MPP-11
III
IViodem
• No Atari 850™ Interface Module needed
• Smart Terminal Software Included
• 1 6K Tape/Disk
• Direct Connect To Phone
• Connects to Joystick Port #4
Smart Terminal Features:
• Multiple Buffers
• Off-Line Editing
• Upload/Download of Text
and Programs
• Binary RIes
• Full/Half Duplex
MPP-100Q
Modem
QlS Q o
ASCII/ATASCII Translation
Allows Transfer of RIes
Larger than Memory
Variable Baud Rate
Parity Options
100% Machine Language
only
$199.00
miCROBITS PERIPHERAL PRODUCTS
434 W. Rrst Street • Albany, Oregon 97321 • (503) 967-9075
4,68, 17,68, 17, 68, 17,68, 17
1180 DATA 36,146,73,36,146,73,36,146
,255, 255, 255, 255, 255, 255, 255, 25
1 1 90
12 00
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
1320
1330
1340
1350
1360
102, 60, 24, 24, 0, 0, 0
25 5, 195, 195, 195, 195, 25
DATA 195,
DATA 255,
5, 255
DATA 255,255,0,0,0,0,255,255
DATA 24 , 24, 60, 24, 255, 199, 199, 25
5
DATA 24, 255, 0,0,0,0,0,0
FDR 1=128 TO 224:P0KE CL+I,PEEK
C 5 7 344+1 ): NEXT I
DL=PEEK(560)+C256*PEEK<561) ; IF
T1=C16 THEN RESTORE 1260:FOR 1=
CL+56 TO CL+95:READ A:POKE I, A:
NEXT I
DATA 0,0,0,24,24,60,102,195
DATA 0,0, 60, 60, 60, 60, 0,0
DATA 0,0,255,255,255,255,0,0
DATA 6 0, 24, 24, 24, 60, 60, 0, 0
DATA 24, 24, 24, 24, 24, 24, 24, 255
IF T1=C16 THEN FOR I=CL TO CL+C
7: POKE I,C0:NEXT I
RETURN
REM ^ I I I hUMr4tii]^M^r = KiJa»rtB<;Mrrs%rf|-
[i»<9 I III I ^ I IHii I I
C20 aBEH^:
? " CCLEAR> " : POKE 752,01
PLOT C0,C0:DRAWTO 39,C0rDRAWTa
39,23rDRAWT0 C0,23:DRAWTO 00, C0
X=C10:Y=C0:Z=C7:GDSUB 1400: X=C1
5:Y=C5:2=13:6 0SUB 1400:X=C10:Y=
C16:2=C7;G0SUB 1400
1370
1380
1390
1 400
1410
1420
1430
1440
14 50
146 0
1470
1480
1490
1500
1510
1520
1530
1540
1550
IF
) *3
. 1 1
POS
OKE
POS
C0:
ON
0, 1
, 14
RET
PLO
X = X
X = X
GOS
GOS
GOS
POP
REM
<:3
RND(C0><0.5 THEN PLOT RNDCC0
1+C8,11:DRAWT0 RND(C0)*31+C8
IT
7
IT
IN
42
B0
UR
T
+ 0
+ 2
UB
UB
UB
ION 06,00:';' C;POKE
05, M
ION 09,00. :
SCORE: RETURN
704, A: P
L; POSITION
ION 09,00:7 LsPOSITION 30,
SCORE: RETURN
T (RND <C0) *C8 + C1 ) 60SUB 141
0, 1430, 1440, 1450, 1460, 1470
N
X, YiDRAWTO X, Y+Z: RETURN
10;GOSUB 1420: RETURN
0: GOSUB 14 20: RETURN
1420:GOSUB 1430: RETURN
1430: GOSUB 1430: RETURN
1420: GOSUB 14 60: RETURN
GOTO 1360
WIZARD'S S ERVRNTS PLOTTXHI
i=1aisIH=44> <:9
SPA0ES3 l:rU^:1>3K3r33L-V1
9 SPACES>P?TT3
^BLCIJLRTXOH ROUT-
^_RDDRES3ES KEPT XN STRCK
SO^PEEK (88) +C2 56«PEEK (89) : FOR I
= 00 TO D-C1:IF I NT ( RND ( C0 ) «C4 ) >
02 THEN 1520
H = SC + 4 0+INT (RND ( 00 ) t 279 ) : GOTO 1
530
H=SC+680+INT (RND (00) *239)
HI=INT(H/C256) :L0=H-HI*C256:P0K
E 0256+1*02, LO: POKE H,E
POKE C256+I *02+01 , HI : NEXT I:IF
D=32 THEN RETURN
FOR I=(D-C1) TO 31:PaKE 0256+1*
C2+01 , 254: NEXT I:RETURN C
^'^^^^\^-''> „,...-'-■"■ -,:...■... .... . . : ■■^]
\i^^^-- '■.^.:.-. ■■ ■■■.■ - ■.■■■■■ ■■■ - .-^ ■:■■■,■■■ .-■ ': ■■■ - ■. ■ ■ -.-^'^ ■
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^ MARKS
^
The Fortress
Of Adnil
George W.M if ler
''The Fortress ofAdinV is an adventure game for the
Tirnexl Sinclair 1000 using the graphics mode. The
program is entirely in BASIC and includes several
routines youllfind useful in other programs. It
requires the 16K RAM expansion module, , , [.
Your objective in this game is to accumulate points
by gathering energy pellets and recovering the
treasure, v^hile avoiding obstacles on the display.
Each move costs you one unit of energy; using
the laser sword costs more, depending on the
range and the object you use it on.
Each move you make is accompanied by ran-
dom placement of "NAWS" (defined as guards)
on the screen. If this random placement puts a
guard in the space you intend to occupy, you are
captured. If your energy level is greater than 1000,
the computer v^ill allow you to pay a ransom,
deduct the ransom from your score, and allow
you to continue.
You can use your laser sword to cut a hole
through any barricade and to oppose the guards.
But be warned: the odds are even in any battle
with the guards, and you may lose.
Since this game is written in BASIC, don't
expect fast-paced action. The game began as a
learning exercise in PEEKing and POKEing into
the display file.
PEEK And POKE Programming
Enter lines 50 to 120 into your computer. They
will print a border around the display and will
provide a boundary limiting later POKE com-
mands to the display file.
Now enter lines 220, 250 - 355, 510, and
this line:
520 PRINT AT 21,0;PEEK (PEEK 16396 + PEEK
16397*256 + 5)
Then enter lines 530 and 610.
This will allow you to move a character around
the screen and also find the CODE of the character
stored in that address.
SAVE this before you try it, because if you
POKE outside the display file, the program will
crash. YouTl have to turn off the power and
92 COMPI/rei July 1983
Now add the missing lines to print a variety
of characters on the screen, but don't change line
520 yet. Move around the screen and look at the
codes returned from the different locations.
Lines 400 to 430 limit the movement to areas
in the display file. Lines 450 to 500 check for the
code at that address.
If this is new to you, just remember that
POKEing is putting a value into an address, and
PEEKing is looking at the value in an address.
Now change line 520 to the line as shown in
the program listing. Enter the rest of the listing,
and you'll have the complete game The Fortress
of Adnil.
If you find the game too challenging, you can
change the level of difficulty by changing the 2000
in line 525 to some lower value.
Line 9999 is a utility routine I use to keep
track of the length of my program. Enter GOTO
9999, and the screen should say, 'TENGTH OF
PROGRAM 7456". Since Fm using a 16K RAM,
with 16,384 bytes available, Fm well within the
limits of memory. Note that line 9999 indicates all
memory used, and includes the memory required
for the variables, the display file, and the
program.
Programming Hints
Now for some hints on making your programs
look a little more professional.
The routine starting at line 9991 is self-
starting. To SAVE the program, start your tape
recorder and enter GOTO 9991. When you load
the program again, you won't get the usual 0/0
display, but the program will begin to run,
printing the title on the screen. To use this routine,
change the program name in line 9995 to the name
of your program, and the line number for the
GOTO command to the first line in your program.
BEGINNING PROGRAMMERS
If you're new to computing, please read ''How
To Type COMPUTE I's Programs" and "A
Beginner's Guide To Typing In Programs."
The Fortress of Adail - an adventure game for the Tiiiicxi
Siuclair WOO
This is especially useful in working with files.
You can store the data in variables, and when the
program comes up it automatically begins, pre-
serving your data, and going a long way towards
making the program user friendly.
1 have placed this function in the menu of my
program "ZX-81/TS-1000 Data Management"
(COMPUTE!, March 1983) and saved the data by a
step in the program. This makes it a subroutine
and it becomes very easy for even the most in-
experienced user to save and run the program
correctly.
A further step in making other programs
user friendly is using INKEYS instead of INPUT
whenever possible. This keeps control of the pro-
gram in the computer, and the computer will wait
for the command it wants to see. (See lines 8020
to 8040.) INPUT permits any number of possible
incorrect (or program-stopping) entries.
Attractive Displays
In some versions of BASIC, the command FLASH
will cause the display to print normal and inverse
characters. The Sinclair computer doesn't have
this function, hut you can get the same result by a
routine similar to lines 8203 to 8205 in the listing.
This makes your display a little more attractive,
and adds a professional touch to your programs.
When building a display, make use of the
graphic mode and the various commands for
printing, such as TAB and PRINT AT.
Check each line by entering a GOTO com-
mand in the immediate mode after entering the
line. If you don't like what you see on the display,
press EDIT,
The upper portion of the display will remain
unchanged, but the bottom part of the screen will
now display your last line entered. Use your edit
functions to move the cursor about the line and
make any necessary changes. Hit enter, and ex-
ecute another GOTO command in the immediate
mode to recheck your work.
Fortress Of Adnil
Note: All underlined characters in the program listing
should be typed in graphics mode. The graphics char-
acters in lines 530 and 7507 are produced by typing
graphic shifted 6.
5 GOTO 8100
10 LET C=0
20 LET Z=0
30 LET G=0
35 LET T=50
40 FAST
50 FOR N=l TO 63
60 PLOT N,0
70 PLOT N,43
80 NEXT N
90 FOR M=0 TO 43
100 PLOT 0,M
110 PLOT 63, M
120 NEXT M
130 FOR A=l TO 300
140 GOSUB 1000
150 PRINT AT X,Y;"H"
160 NEXT A
170 FOR B=l TO 20
180 GOSUB 1000
190 PRINT AT X,Y;"*"
200 NEXT B
202 IF G=l THEN GOTO 2 50
205 PRINT AT 21,0;T
210 SLOW
220 LET S=347
230 GOSUB 1000
240 PRINT AT X,Y; "§"
250 POKE PEEK 16396+PEEK 16397*256+8,149
260 POKE PEEK 16396+PEEK 16397*256+5,149
270 POKE PEEK 16396+PEEK 16397*256+S, 21
280 IF INKEY$="" THEN GOTO 2 50
290 LET P=S
300 LET A$=INKEY$
310 LET S=S-(1 AND A$="5")
320 LET S=S+(33 AND A$="6")
330 LET S=S-(33 AND A$="7")
340 LET S=S+(1 AND A$="8")
350 IF A$="9" THEN GOSUB 2000
355 IF A$<>"5" AND A?<>"6" AND A$<>"7" A
ND A$<>"8" AND A$<>"9" THEN GOTO 250
360 FOR N=l TO 2
370 GOSUB 1000
380 PRINT AT X,Y;;'B"
3 90 NEXT N
400 IF PEEK (PEEK 16396+PEEK 16397*256+S
)=5 THEN LET S=P
410 IF PEEK (PEEK 16396+PEEK 16397*256+8
)=3 THEN LET S=P
420 IF PEEK (PEEK 16396+PEEK 16397*256+5
)=131 THEN LET S=P
430 IF PEEK (PEEK 16396+PEEK 16397*256+8
)"133 THEN LET S=P
440 IF PEEK (PEEK 16396+PEEK 16397*256+8
)=136 THEN LET S^P
July 1983 COMPUTE! 93
Send us your game and THO^
.^v?;-^:*' >'■«•'•
^
1
•
■
1
1
Got a great home computer game you've
programmed? Working on one? We'd like to
hear about it. Play it. And if we like it, we
want to help you sell it to the world.
We're THORN EMI Video, the worldwide
entertainment I electronics company. One of
the giants in home computer software. We
market a full line of computer games to the
world. So, if your computer giame meets our
own high standards, it means people all over
the world could be buying it, playing it.
fNEMI will give you the world.
Think you've got a great computer game? Then
write us to find out how to submit r
your game to THORN EMI. I
Just think. The whole world 1 I
could be playing your computer
game soon.
THORN EMI, HOME COMPUTER
SOFTWARE DEVELOPMENT,
1370 AVENUE OF THE AMERICAS,
NEW YORK, NY 10019.
THORN EMI
VIDEO
450 IF PEEK (PEEK 16396+PEEK 16397*256+3
)-14i THEN LET T=T+200
460 IF PEEK (PEEK 16396+PEEK 16397*256+5
)=141 THEN GOSUB 1000
465 IF PEEK (PEEK 16396+PEEK 16397*256+3
)=141 THEN PRINT AT X,Yr"$*'
470 IF PEEK (PEEK 16396+PEEK 16397*256+3
)=151 THEN LET T=T+10
480 IF PEEK (PEEK 16396+PEEK 16397*256+3
)=151 THEN LET C=C+1
485 IF PEEK (PEEK 16396+PEEK 16397*256+3
)=151 THEN LET M=l
490 IF C=15 THEN GOTO 170
500 IF PEEK (PEEK 16396+PEEK 16397*256+3
)=128 THEN GOTO 7500
510 POKE PEEK 16396+PEEK 16397*256+P, 0
520 LET T=T-1
525 IF T>2000 THEN GOTO 8500
530 PRINT AT 21,0;"^^^^^"
540 PRINT AT 21,0;T
550 IF T<=0 THEN GOTO 7000
560 LET Z=Z+1
570 IF Z=40 THEN GOSUB 1000
580 IF Z=40 AND RND> , 3 THEN PRINT AT X,Y
; " ? *'
590 IF'2-40 THEN LET 2=0
600 LET G==l
610 GOTO 250
1000 LET X=INT(RND*20)+1
1010 LET Y=INT(RND*30)+1
1020 RETURN
2000 POKE PEEK16396+PEEK16397*256+P,149
2002 LET B=P
2005 IF INKEY$="'* THEN GOTO 2000
2010 IF INKEY$='*9"THEN GOTO 2000
2015 LET B$=INKEY$
2020 IF B$<>*'5" AND B$<>"6" AND B$<>"7"
AND B$<>"8" THEN GOTO 2000
2025 FOR N=l TO 5
2030 LET B=B-(1 AND B$="5")
2040 LET B=B+(33 AND B$="6")
2050 LET B=B-(33 AND B$="7")
2060 LET B=B+(1 AND B$="8")
2065 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=12B THEN GOSUB 4500
2070 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=128 THEN LET T=T+100
2075 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=128 THEN GOTO 4000
2080 IF PEEK (PEEK 16396+PEEK 16397*256+
B)-128 THEN LET T-T'3*N
2090 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=136 THEN GOTO 4000
3000 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=5 THEN RETURN
3010 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=3 THEN RETURN
3020 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=133 THEN RETURN
3030 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=131 THEN RETURN
3040 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=151 THEN LET T=T-5*N
3050 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=151 THEN RETURN
3060 IF PEEK (PEEK 16396+PEEK 16397*256+
B)=5 THEN RETURN
3080 POKE PEEK 16396+PEEK 16397*256+8,22
3085 POKE PEEK 16396+PEEK 16397*256+8,0
3090 NEXT N
4000
4005
4010
4500
4505
4510
4515
4520
4525
4526
4527
4528
4531
4532
4533
4540
4541
4542
4543
4545
4555
4560
4570
4575
4577
4580
4590
7000
7010
7500
7501
7502
7503
7504
7505
7506
7507
POKE PEEK 16396+PEEK 16397*256+8,0
LET P=S
RETURN
IF RND>.5 THEN RETURN
IF B$="5" THEN GOTO 4525
IF B$=:"8" THEN GOTO 45 2 7
IF B$="6" THEN GOTO 4531
IF B$="7" THEN GOTO 4533
LET B$="8"
GOTO 4540
LET B$="5"
GOTO 4540
LET B$="7"
GOTO 4540
LET B?=%"
FOR X=l TO N
LET B=B-{1 AND B$="5")
LET B=B+(33 AND B$="6")
LET B=B-*(33 AND B$="7")
LET B=B+(1 AND B$="8")
POKE PEEK 16396+PEEK 16397*256+8,12
8
POKE PEEK 16396+PEEK 16397*256+8,22
POKE PEEK 16396+PEEK 16397*256+8,0
IF PEEK (PEEK 16396+PEEK 16397*256+
B)=149 THEN GOTO 8000
IF PEEK (PEEK 16396+PEEK 16397*256+
B)=21 THEN GOTO 8000
NEXT X
GOTO 8000
PRINT AT 21,0;" YOU HAVE USED ALL Y
OUR POWER "
GOTO 8010
PRINT AT 21,0;" YOU HAVE BEEN CAPTU
RED BY ADNIL "
IF T-1000<=0 THEN GOTO 8010
PAUSE 200
PRINT AT 21,0;
YOU HAVE PAID RANSO
M TO ADNIL "
LET S=P
LET T=T-1000
PAUSE 200
PRINT AT 21,0; "i
7 508 PRINT AT 21,0;T
7509 GOTO 250
8000 PRINT AT 21,0; "l5 SPACES} YOU HAVE B
EEN DESTROYED {4 SPACES}"
8010 PAUSE 200
8012 PRINT AT 20,0; "{32 SPACES}"
8015 PRINT AT 20,0; "YOUR SCORE :";T
8020 PRINT AT 0,0;" PRESS ANY KEY TO PLA
Y AGAIN {5 SPACES}"
8030 PRINT AT 0,0;" PRESS ANY KEY TO PLA
Y AGAIN [5 SPACESp
8040 IF INKEY$="" THEN 8020
8050 CLS
8060 GOTO 8245
8100 PRINT" [8 SPACES] THE FORTRESS
{2 SPACES}"
8101 PRINT
8102 PRINT" {13 SPACES }0F"
8103 PRINT
8104 PRINT" {11 SPACES} ADNIL"
8140 PAUSE 600
8145 CLS
8150 PRINT AT 10,0; "DO YOU NEED INSTRUCT
IONS?"
8160 PRINT AT 12,8; "Y OR N"
8170 IF INKEY$="" THEN GOTO 8170
96 COMPUTE! July 1983
8175 LET y$=INKEY$
8180 CLS
8190 IF CODE Y$=51 THEN GOTO 8245
8200 PRINT "YOU ARE ABOUT TO ENTER THE",
"FORTRESS OF ADNIL. A POWERFUL"
8201 PRINT "MAGICIAN-WARRIOR IN THE KING
DOM", "OF ANNEP. "
8202 PRINT "YOUR GOAL IS TO FIND AS MUCH
","0F THE TREASURE (?) ADNIL HAS"
8203 PRINT "PLACED IN HIS FORTRESS AS YO
U","CAN."
8204 PRINT "YOU MUST INCREASE YOUR ENERG
Y","BY COLLECTING ENERGY PELLETS (*
)"
8205 PRINT "WHICH ARE SCATTERED IN THE",
"FORTRESS. {2 SPACES) YOUR POWER WILL
ALSO"
8206 PRINT "INCREASE IF YOU DEFEAT THE",
"NAWS (■) ADNIL USES AS GUARDS."
8207 PRINT AT 21,0;" PRESS ANY KEY TO CO
NTINUE[7 SPACES}"
8208 PRINT AT 21,0;" PRESS ANY KEY TO CO
NTINUEt? SPACES}"
8209 IF INKEY$="" THEN 8207
8210 CLS
8211 PRINT "BE CAREFUL. {2 SPACES}lP ADNI
L IS MORE", "POWERFUL THAN YOU, THEN
THE NAWS"
8212 PRINT "WILL DESTROY YOU."
8213 PRINT "IF YOU ARE CAPTURED, YOU WXL
L","HAVE A CHANCE TO PAY A RANSOM"
8214 PRINT "FOR YOUR RELEASE, BUT THE","
PRICE IS HIGH AND ADNIL MAY"
8215 PRINT "NOT ACCEPT YOUR OFFER-"
8216 PRINT "YOUR ONLY WEAPON IS YOUR LAS
ER", "SWORD WHICH YOU USE BY PRESSIN
G"
8217 PRINT "THE ""9"" KEY AND CHOOSING T
HE", "DIRECTION TO ATTACK."
8218 PRINT AT 21,0;" PRESS ANY KEY TO CO
NTINUEle SPACES}"
8219 PRINT AT 21,0;" PRESS ANY KEY TO CO
NTINUE[6 SPACES}"
8220 IF INKEY$="" THEN GOTO 8218
8221 CLS
8222 PRINT "TO MOVE :"
8223 PRINT TAB 5; "LEFT PRESS 5"
82 24 PRINT TAB 5; "DOWN PRESS 6"
8225 PRINT TAB 5; "UP PRESS 7"
8226 PRINT TAB 5; "RIGHT PRESS 8"
8227 PRINT TAB 5; "YOUR LASER SWORD IS 9"
8228 PRINT
8229 PRINT "USE THE KEYS TO CHOOSE YOUR"
, "DIRECTION OF ATTACK WITH YOUR"
8230 PRINT "LASER SWORD."
8231 PRINT "YOU WILL START WITH AN ENERG
Y", "LEVEL OF 50 UNITS. {2 SPACES ) EAC
H MOVE"
8232 PRINT "WILL COST 1 UNIT AND USE","0
F THE LASER COSTS MORE."
8233 PRINT "CAPTURE THE TREASURE ($) AND
","GAIN ENERGY (*) BY MOVING TO"
8234 PRINT "THOSE SPACES."
S235 PRINT AT 21,0;" PRESS ANY KEY TO CO
NTINUEle spaces)"
8236 PRINT AT 21,0;" PRESS ANY KEY TO CO
NTINUEle spaces)"
8237 IF INKEY$="" THEN GOTO 8235
8238 CLS
8239 PRINT "IF YOU ARE TRAPPED IN THE MA
ZE","YOU MAY USE YOUR LASER SWORD"
8240 PRINT "TO BLAST THROUGH THE WALL."
8241 PRINT AT 10,0; "GOOD LUCK... YOU WILL
NEED IT."
8242 PRINT AT 21,3; "PRESS ANY KEY WHEN R
EADY"
8243 PRINT AT 21, 3; "PRESS ANY KEY WHEN R
EADY"
8244 IF INKEY$^""THEN GOTO 8242
8245 CLS
8246 PRINT AT 10,0; "THE SCREEN WILL BE B
LANK FOR"
8247 PRINT "ABOUT 15 SECONDS WHILE YOU A
RE 1 2 SPACES} TRANSPORTED TO THE FORT
RESS OF"
8248 PRINT "{13 SPACES } ADNIL"
8249 PAUSE 400
8250 CLS
8251 GOTO 10
8500 CLS
8501 PRINT AT 10,0; "YOU HAVE DEFEATED AD
NIL"
8502 PRINT AT 12,5; "YOUR SCORE :":T
8503 GOTO 8010
9990 REM SAVE
9991 PRINT AT 10,5;" START TAPE "
9992 PAUSE 200
9993 POKE 16437,255
9994 CLS
9995 SAVE "ADNIL"
9996 GOTO 5
9999 PRINT"LENGTH OF PROGRAM ";PEEK 1639
6+256*PEEK 16397-16583 O
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July 1963 COMPUTE! 97
TECHNIQUES FOR WRITING
YOUR OWN ADVENTURE GAME
Charles Perkins
Adventure gmnes are as ititriguing to write as they are
to play. Here are a feio techniques to help you create an
intricate drama zoithout running out of memory. These
suggestions are useful for any computer, but the specific
examples concern Commodore computers.
Remember^ you have other tools at your disposal
beside standard PEEKs, POKEs, and IF...THENs
when programming games. One-byte pointers
and ragged tables, for example, can sometimes
come in handy as techniques to save memory and
help with complicated game logic.
Using these techniques, I developed an ad-
venture game entirely in BASIC for my 8K Com-
modore PET 2001 (actually 7167 bytes of free
memory). It includes an adventure with 48 rooms,
576 vocabulary words, 12 objects (trolls, witches,
etc.), and many descriptors and interactive re-
sponses. The game is table driven, and the entire
adventure, including vocabulary, is stored as data.
Many different adventures can be developed using
this same program without change.
Computer game programs often use numbers
which do not exceed the range of 0 to 255. Array
indices and loop variables are common examples.
The typical personal computer running BASIC
does not permit one-byte variables (value range
0-255). A variable (either floating point or integer)
on my PET is always seven bytes long. If your
game program needs a good amount of memory
and you store lots of variables with values in the
range of 0-255, then this unneeded overhead is a
problem.
BASIC (which causes the problem) also offers
a solution. String manipulation functions permit
the program to address a single character, and a
character is stored in a single byte (plus some
overhead which will be discussed later). With
these string manipulation functions and simple
algorithms to convert characters to numbers and
vice versa, it is possible to efficiently store numbers
in one byte.
This approach is particularly useful when a
game program makes extensive use of pointers.
98 COMPUTI! July 1983
Pointers are stored variables which "point" to
specific pieces of data (i.e<, the indices of a table
entry). The approach is easily extended to the
creation and use of "ragged" tables. A ragged
table is one in which the number of columns varies
with each row.
One-Byte Pointers
In its simplest form, a one-byte pointer is a value
between 0 and 255 stored as a corresponding
character in a string variable. Given the character
(C$), its value (C) is determined by the equation
C = ASC(C$). Given the value, the appropriate
character is determined by the function
C$ = CHRS(C). Storing individual characters as
individual strings is not efficient (it uses up eight
bytes in the PET), so multiple variables must be
stored together in a string (the overhead is con-
stant, and each character adds only one additional
byte of memory). To retrieve the Nth character
from the storage string (A$), the equation is
C$ = MID$(A$,N,1). To store a new value in the
string is a bit more trouble, but it's still just string
manipulation.
Storing The Variables
The simple code number approach described
above works if the one-byte variables are always
kept internally in the computer. If you want to
store the variables on tape or examine them on
the screen, a problem arises: the internal character
codes include special characters which cannot be
saved or printed. In fact, only 128 characters
(seven bits) can be saved or printed, and one of
these (the quote mark) has special meaning to the
PET and cannot be used. The usable character set
in the PET has code numbers between 32 and 95
and between 160 and 223. The quote mark is
character 34.
In my adventure game application, the stor-
age strings are input from tape as data. I also chose
to reserve seven characters as special flags and to
eliminate the quote mark from the allowed char-
acter set for positive numbers. As a result, I was
forced to use slightly more complex encoding and
Educational Software With A Competitive Edge
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Hodge Podge (D) S16
My First Alphabet {D) ... .526
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Basic Math ( + ,-/ 7} (D) .....St9
Basic Math (Add,. Sub.} or
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Jar Game^Chaos (CD) .... ... $26
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Hickory Dickory^'
Baa Baa Black Sheep (C) , . , . $25
Humpty Dumpty/Jack and Jill (C) $25
Counters {CD}.,.... .$19
Pacemaker (0) .$23
I'm Different (D) . .$19
Math
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Video Math Flash Cards (CD) $13
Malh-Tic-Tac-Toe{C, D) $13
Calculus Demon (CD) $19
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Metric and Problem Solving (D) $26
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Polycalc{C D) , $19
Counters (Ages 3^) (C D) $26
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Basic Math( + , ~, *,/)(D) $19
Ten Little Robots (C)$13,{D)$15
Compumath-Fractions. . . .(C)$23, (D)$29
Compumalh-Decimals (C) $23, {D) $29
Alien Numbers (CD) .$23
Math Pak 1 (C. D) ....$23
Alien Counter/Face Flash {CD) $26
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JarGames/Chaos (Ages 6-10) {C, D). . .S26
Gulp and Arrow Graphics (7-12) (C D) .$26
Battling Bugs/Concen)rat(on(C D). .,$26
Addition With Caffying , , .(C)$13.(D)$19
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Com'putation/
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The Market Place (D) $26
ATARI
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Letlerman (C, D) $19
My First Alphabet (D} ,$26
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Compuread (C)$17,(D)$23
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Tricky Tutorials— Santa Cruz
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63E'001 Zork I (0) $27
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Protector (CT) $33
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(CT) .....$49
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1200 XL .$619
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483ProgrammeT $ 52
484 Communicator $289
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CX4104 Mailing List .... . . S 19
CX404 Word Processor .$102
CXL4007 Music Composer ... $ 42
Programming 2& 3 .$ 22
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CX4018 Pilot-. - $ 55
CX405 Pilot. - ...,....$ 92
CXL4003 Assembler Editor... $ 42
CX8126 Microsoft Basic ....... $ 62
CXL4022 PaoMan ,....,.., $ 30
CX81 30 Caverns of Mars.... $ 28
CXL4020 Centipede $ 30
CXL4006 Super Breaklut. , . .$ 26
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Player Missile Graphics ..,........$ 24
Sound $ 24
Data Files.. $ 24
Temple of Apshat $ 27
Raster Blaster $ 20
Apple Panic -$ 20
Crossfire .- $ 20
Threshold $ 27
Mousekattack -$ 23
Krazy Shootout ■$ 34
Deadline - ■$ 34
Tumble Bugs $ 20
PooMS... •■■■$ 23
Richochet ....-...$ 15
Empire of the Overmind $ 23
Wi2 & Princess $ 22
Mission Asteroid $ 17
Ali Baba & the Forty Thieves S 22
The Shattered Alliance S 27
Canyon Climber S 20
Shooting Arcade $ 20
Pacific Coast Highway . -$ 20
Clowns & Balloons $ 20
Preppie - • $ 20
Rear Guard S 17
Lunar Lander S 17
War $ 17
Star Warrior $ 27
Dragon's Eye S 20
Crush. Crumble & Chomp .$ 20
Jawbreaker $ 20
ZorkI $ 27
Zork 11 , ..,..$ 27
Sottporn Adventure ..,.,,.. $ 20
Deluxe Invaders $ 23
Chicken $ 23
Nautilus .......$ 23
Rescue at Rigef - $ 20
Frogger ............-..-$ 23
Choplitter.. $ 23
Curse of Ra , , ...$ 15
Ghost Encounters — $ 20
Ulysses and The Golden Fleece S 23
Battle of Shiloh ■$ 27
Tigers-in the Snow - $ 27
Track Attack $ 20
Shamus $ 23
Picknick Paranoia $ 23
Claim Jumper $ 23
Embargo ........$ 34
Firebird, , . $ 34
Cyclod .......,.....-$ 20
Space Eggs $ 20
Sneakers $ 20
Snake Byte $ 20
*** SPECIALS OF THE MONTH ***
ELEPHANT DiSKS(BOX) $20
HAYES SMARTIVIODEM , $209
MOSAiC 32K RAM $ 89
RAMDiSK(12SK) $399
AMDEK COLOR i I^ONiTOR $299
PERCOM DOUBLE DENSiTY DRiVE $615
NEC8023A PRINTER $439
BASiC A + (OSA + iNCLUDED) .... $ 59
FLIP N' SORT DISKETTE BOX $ 21
(Holds 50 Diskettes)
FLIP-SORT CARTRIDGE BOX $ 21
(Holds 10 Atari Computer Cartridges)
MOSAIC 64K RAM . .$149
00 COLUMN BOARD (ATARI) $279
ALL APX SOFTWARE $15% TO 20% OFF
PERCOM SINGLE DENSITY DRIVE .$389
Computer Outlet
Park Place — Upper Level
1095 E. Twain — (702) 796-0296
Las Vegas, Nevada 89109
call Toll 800-634-6766 °^^o'nly "'
Information & Order Inquiries (702) 369-5523
We accept VISA & Mastercard
Mon.-Fri. 8 A.M.-6 P.M.
Sat. 9 A.M. -5 P. M.
Dealer Inquiries Invited
New Hit List
King Arthur's Heir (D) ...,-..$ 20
Escape from Vuncan's Isle (D) ...,..$ 20
Crypt of the Undead(D)..... ..... .-5 20
The Nightmare (D) $ 20
Danger in Drindisti (D, C) S 15
Armor Assault (D) ■ ■$ 27
Monster Maze (CT) S 27
Alien Garden (CT) ---... S 27
Plattermania (CQ - ^ 27
David's Midnight Magic (D) S 23
StarBlazer(D) - S 22
Steilar Shuttle {D,C) ■•■^ 20
Genetic Drift (D,C) . $ 20
Labyrinth (D. C) % 20
Serpentine (D) S 23
Sea Fox (D) .S 20
Spell Wizard (D) S 53
Sands of Egypt (D) S 27
Pool 400 (CT) ..............$ 27
Speedwajf Blast (CT) ,.......$ 27
K-razy Kritters(CT) - $ 34
K-Star Patrol (CT) - S 34
K^Razy Antiks (CT) S 34
Crossword Magic (D) .S 34
Master Type $ 27
Gorf ...(D)$27,(CT)$ 30
Wizard otWor . . . .(D)$27.{CT)$ 30
Cyborg ID)..... - 5 23
Gold Rush (D).... S 23
Bandits(D) $ 23
Way Out (0) $ 27
Fast Eddy (CT) S 24
WorldV/arl(CT) $ 24
Beanie Bopper{CT) .$ 24
The Cosmic Balance (D) $ 27
Miner 2049er(CTl-.. S 34
Attack at EP'CyG-4 (D) $22, (C) $ 20
Chess (D) ..$ 45
Checkers (D) $ 34
Odin(D) -S 34
Snooper Troops #1 (D) $ 30
Snooper Troops #2(0).. $ 30
Story Machine (D) $ 23
Face Maker(D) S 23
Haunted Hill (D)$20.(C)S 17
Trivia Trek (D) .....S 20
Datalink (D) 5 27
Space Shuttle (D) S 20
Jerry White's Music Lessons (D,C) .,$20
Switty Tach Master ..,.., (D) $20, (C) $ 17
Apocalypse (D. C) $ 23
Raptillian(D. C) ..S 23
Kid Grid (D,C) .....$ 20
Aliencounter (Face Flash) {D,C) S 26
TheJarGame;Chaos(D,C) S 26
Gulp/Arrow Graphics (D, C) $26
Golf Classic/Compubar $ 26
Frenzy/Flip Flop (D.C) .$ 26
Battling Bugs/Concentration {0, C) . . $ 26
Submarine Commander (CT) $ 34
Jumbo Jet Pilot (CT) ■■... -■■■$ 34
Soccef (CT) .... $ 34
Kickback(CT).... .$ 34
Darts (C) $ 22
Pool(C) .$ 22
Dominoes and Cribbage(C) $ 22
Pig Pen (D) $ 20
Starcross (D) .....$ 27
Zork 111(D) .......$ 27
Journey to the Planets (D, C) $ 20
Moon Shuttle (D) $ 27
Moon Patrol (C) ... $ 17
Normandfe (D, C) .....$ 27
Zaxxon(D, C) ........ .....$ 27
Juggler (D) , $ 20
Survival of the Fittest $ 27
Baseball (D) $23. (C) $ 20
Sentinel I ........ . . . . . .(0)$23.(C)$ 20
The Guardian of Gorm . . . (D) $23, (C) $ 20
Miner 2049er(CT) $ 34
Jeepers Creepers (DJ .$ 20
Snapper (D) . . .$ 20
Twerps (D)... $ 23
Flip Out (D) $ 20
The Birth of the Phoenix $ 16
Protector II (D)$23,(CT)$ 2^
decoding subroutines:
Giv^en a character C$, then the value C is
computed by:
10 C = ASC(C$):C = C-40 + (C>159)*64:RETURN
where (C>159)= -1 if C>159 and 0 if C= <159
Given a number D, then the character D$ is
determined by:
20 IF D<56 THEN D$ = CHR$(D + 40):RETURN
30 DS = CHRS(D + 104):RETURN
These routines yield a range from -8 to 119 with
the quote mark at -6. The negative vakies v^ere
used internally as the special flags in my adv^enture
game. In these routines, an open parenthesis is a
zero; a close parenthesis is 1. A shifted back arrow
is 119; a blank is -8. The encoding and decoding
subroutines may have to be revised for other com-
puters, depending on the code number schemes
used.
Passages And Exits
To understand how one-byte pointers can be used
to save memory in your game programs, consider
the simple adventure map in Figure 1. You start
at a crossroad (state 1). Movement to the north,
south, and west places you in a forest or in houses
of various colors. There is a secret, one-way pas-
sage from the red house to the blue house. Going
east from the crossroad puts you in a cave from
which there is no escape.
This adventure map can be expressed as a
state table, as shown in Table 1. The rows of the
table correspond to states (locations) in the map.
The columns correspond to the possible move-
ment directions (in this case north, south, east,
and west). If you are in state 1 (the crossroad) and
wish to move south, you end up in state 5 (the
red house). (This state transition is shown in Table
1.) A further attempt to move south (while in state
5) has no path ("no exit"), indicated by the zero
pointer. All exits from state 4 (the cave) put you
back in state 4. This would appear as an endless
cave to the person playing the game.
The state table can be programmed into the
adventure game using the subroutines described
above. The result is shown in Table 2. This en-
coded state table requires only 42 bytes of memory
in the PET (including all overhead, as discussed
below). Storing the table as a matrix of integer
numbers would require 59 bytes on the PET. While
the memory saved is not dramatic for this small
example, when large tables are used, the memory
saved can be quite substantial.
Ragged Tables
Suppose that we wish to add descriptions of each
state to our game program. These would be
printed on the screen each time a state was
entered. A list for our simple adventure game
102 COMPUTll July 1983
map is shown in Table 3.
These could be stored in strings, but they
would consume 118 bytes of memory (plus some
overhead). Alternatively, these descriptions can
be broken into phrases which are used in various
combinations to make up the descriptions. These
phrases are shown in Table 4. These phrases re-
quire only 53 bytes (plus some overhead), but we
must also define the rules for combining phrases
back into descriptions for each state. Once again,
we use one-byte pointers. These new pointers
can be simply added to the encoded state table, as
shown in Table 5.
The procedure for creating a description when
a state is entered is shown graphically in Figure 2.
The BASIC code necessary to print the description
of state 1 is as follows:
40 L = LEN(A$(I)) find length of string
50 FOR J = 5 TO L skip first four characters and scan
60 C$ = MID$(ASa)J,l) select next character
70 GOSUB 10 convert to number C (see above)
80 PRINT BSiCr "; print phrase and blank
90 NEXT J
100 PRINT end print line
Note that the number of characters in each state
table entry shown in Table 5 is different. It is there-
fore a "ragged" table. It requires 18 additional
bytes to store the pointers for all five state
descriptions, a net savings of 47 bytes compared
to storing the full descriptions (not including
overhead).
Storage Methods
The techniques described above can be applied to
computing problems other tiian games. The bigger
the pointer tables are, the more advantages one-
byte pointers offer. However, the tradeoff be-
tween one-byte pointers and simple integers is
tricky because of the overhead required to set up
strings or arrays of strings, and because extra
programming is required to isolate and decode
the stored character.
The storage technique used in my PET 2001
(original ROMs) requires seven bytes plus the
number of characters for string variables. Thus, a
single character pointer should never be used.
When arrays are used, the tradeoff is dependent
upon the number of rows and columns involved.
For a ten by ten tv\^o-dimensional array, the mem-
ory used for a floating point array is 509 bytes.
This is 500 bytes for the numbers and nine bytes
for an array header (overhead). An integer array
requires 209 bytes (200 bytes for the numbers and
nine bytes for the header).
Using the one-byte variables reduces this
array to a one-dimensional array of ten strings.
Each string is ten characters long. The total mem-
ory requirement is 137 bytes. This is 100 bytes for
the numbers, seven bytes for the header, three
bytes for each string, for a total of 37 bytes over-
head. As the arrays get larger, the one-byte ap-
proach uses approximately one-half the memory
required by integer arrays and one-fifth of the
memory required by floating point arrays. A more
detailed explanation of the storage structures of
Commodore computers can be found in Progmui-
mmg The PET (COMPUTE! Books, 1982).
The one-byte storage technique can be espe-
cially useful when: memory is at a premium, when
large tables of pointers are needed, and when
ragged tables provide a programming advantage.
When you're programming games into com-
puters with limited memory (such as the
unexpanded VlC-20), these techniques can be
very adv^antageous.
Table 1:
Sfofe Table For The Adventure Mop
Movement Direction
State North South East West ^^ pl/^
State
Transition
^]T^-
^ ft
2 59l)^es Cf
0 reqt^red O
3 inPI^ e>
4 to st(^
2 as' '
-45 ^
t
Table 2: l^ooded Stdle Table ^ ^
A$(l)= + -,*
A$(2)=(()(
AS(3)= + ) + +
AS(4) ==,,,,
AS(5)= )((*
42 bytes
required
in PET
Figure 1: Adventure Map
state 3 / W
J Forest K
North
East
State 4
State 1
State 5
"Rlbf^ 3: state Descriptions
state 1 "YOU ARE AT A CROSSROAD"
State 2 "YOU ARE IN A BLUE HOUSE'' s^ 118 bytes
Stale 3 "YOU ARE IN A FOREST" a/ required plus
State 4 "YOU ARE IN A CAVE, YOU ARE LOST'l^ overhead
States "YOU ARE IN A RED HOUSE ^
4: Phrase Table
B$(l)== "YOU ARE"
B${2)= "IN A"
B$0)- "AT A CROSSROAD'^
B$(4).^ "BLUE"
B${5)^ "RED"
B$(6)= "HOUSE"
B$(7)= "FOREST"
B$(8)= "CAVE,"
B$(9)= "LOST"
TrMt^
53 bytes
required
plus
overhead
4./-*! j '^ w ;r^-.^v 'u4^
Ragged State Table With Descriptor Pointers
A$(l)^
A$(2) =
A$(3) =
A$(4) =
A$(5) =
pointers
to phrase
table
18 added bytes
for a total of
60 bytes
required
in PET
H » TK^z-'LC
Figure 2: Decoding Example
state Table
A$(4) =
/ t
8 1 ^9
(caveO (you are) (lost)
Pointers to B$:
Printed
Description:
1-
/
(you are)
/
(in a)
July 1983 COMPimi 103
Game POKEr
For VIC And 64
Dan Carmichoel. Assistant Editor
With tme touch of the fingerand the ''Screoi-plot/' you
can easily determine the screen locations of your PEEKs
and POKEs. This can he of great help when designing
games or graphics, for the VIC and 64,
When you're writing or designing programs, espe-
cially games, that use a lot of POKEs and PEEKs
to the screen, one of the most time-consuming
tasks can be to determine the screen locations of
those POKEs and PEEKs. With the VIC-20 or the
Commodore 64, you can use the charts supplied
with either the instruction book or the Program-
me fs Reference Guide, or you can take a guess
and do a number of POKEs until you "hit" the
position you desire. But both methods can be
time-consuming.
To solve this problem, you can use this useful
"Screen-plot" utility program. The program will,
with the touch of one finger, move a blinking ball
("•"-CHR$1 13) to any position on the screen while
continuously displaying both the screen and color
POKE locations of the blinking ball.
This is a machine language program written
to run in the cassette buffer (but you can use it
even if you don't understand machine language).
It will require only one BASIC statement; other-
wise, it will leave your available BASIC pro-
gramming memory untouched.
First, type in the program. If you're going to
use Screen-plot in conjunction with the program
you are currently working on, either append the
screen-plotter to it or load your program and then
type in the screen-plotter after it. The line num-
bers, starting at 59995, should insure that it will
always remain at the end of your program.
After entering the program, SAVE it before
running. As is true with all machine language
programs, even a slight error in the DATA state-
ments can cause your system to crash, forcing
you to turn off your computer to recover. Then
run the program bv entering "RUN 59995", and
after a pause of about two seconds, the "READY"
104 COMPUTE! July 1983
will be displayed. The Screen-plot program is
now POKEd into memory and ready to run.
To run the Screen-plot utility, enter "RUN
60000". If you entered the program correctly, a
blinking ball will be displayed on your screen,
alongHvith two numbers in the upper left-hand
corner. The first number is the screen position of
the blinking ball; the second is the color location.
As you move the ball around the screen, these
numbers will change, reflecting the changes in
the screen and color locations. '
Controlling The Prpgram
Movement of the ball is accomplished via the F-
keys. The following table shows which F-key con-
trols which direction of movement.
F-Key
Blinking Ball
Direction
F-1
— ^
F-3
4—
F-5
i
F-7
t
Screen-plot has a built-in safety feature that
prevents you from leaving the screen with the
blinking ball and thereby altering other important
memory locations in your computer.
This utility program runs in the cassette buf-
fer, so you cannot use the cassette tape while this
program is running. For you machine language
programmers, the screen-plotter uses the zero-
page locations hex $FB and $FC; so they are un-
available to you. • . I
Also, because of Commodore's automatic
scrolling feature, the screen display would scroll
if you were to move the blinking ball to the very
last position on the screen (lower right-hand
corner). So the program prevents you from
moving the ball into this position. To find the
screen and color POKE locations of this position,
simply move the blinking ball to the second to
last position and add 1.
$40 Can Make
A Home Computer
A Business Computer
If you own a
VIC-20" or Commodore 647
someday you may consider getting
a more sopiiisticated computerfor
your business.
That could cost you tliousands of
dollars. Or just $40. ($50forPractiCalc64.)
Forty dollars will buy a PractiCalc
software program for your VIC-20 and
suddenly your VIC will be able to do many
business tasks that have made Apple®
and IBM® computers so popular in the
,„, _^j business world.
.^, .v. With PractiCalc
4$;|| and a VIC, you can devise
budgets, and
MMiXisimMaitiim
^^r^,.J^^-- make business
projections -
instantly!
See what PractiCalc"can do for you.
You can keep track of expenses,
investments and inventory.
Maintain and /nsfanf/ysearc/?* files
of customers.
Alphabetize lists, and rearrange
long rows of numbers - instantly.
Even turn numbers into graphs.*
PractiCalc makes it practical to
play with numbers, in a
way you never could
with pencil and paper.
Sit down at your VIC,
putin PractiCalc, and
tasks that would
normally take hours,
take minutes.
PractiCalc. If you're
tired of playing games, and want to get
down to business.
COMPUTER SOFTWARE ASSOCIATES
ITM
PractiCalc
*Dervotes features available only on PractiCalc 64 and PractiCaic Plus.
C^4- and \nC-20~ are trademarl^s cf Commodore Business Machines. Inc DiStributerf by; MKJO SOftWQTS htematlOnal hC
Apple* 13 a registered trademark of Apple CompuiefS. Inc IBM* is a registered tradem^ark of International Business Machines. Irx:. 50 T@3d Onve, Randolph, MA 02368
Hints And Tips
After the program has been successhiUy POKEd
into memor\' and tested, you may delete lines 59994-
59999 jYiQ only line necessary to support the nm-
ning of Screen-plot is line 60000. Also, the screen-
plotter will not clear the screen upon initialization,
so you may use it successfully with whatever screen
display your program generates. To stop the screen-
plotter, simply press the STOP kev.
BEGINNING PROGRAMMERS
If you're new to computing, please read "How
To Type COMPUTErs Programs" and "A
Beginner's Guide To Typing In Programs."
Program 1:
Screen-plot For The Unexpanded VIC
59994 FORA=828T092 i : READB ; POKEA, B : NEXT ; EN
D
59995 DATA165, 197,166,251,164,252,201,39,
208,6,224,21,240,2,2 30,2 51,201,47,
208,6,224,0
59996 DATA240,2, 198,251,201,55,208,6,192,
22,240,2,230,252,201,6 3,208,6, 192,
0,240,2, 198
59997 DATA2 5 2,166,2 52,164,2 51,2 24,2 2,208,
7, 19 2,21,208,3,202,198,2 51,24,3 2,2
40,255,169
59998 DATA113, 32, 210, 255, 162,0, 160,0, 232,
208,253,200,192,32,208,248,169,157
,32,210,255
59999 DATA169,32,32,210,25 5,96,2 34
60000 SYS82a:A=PEEK(251)+PEEK(25 2)*2 2i-76a
0: PRINT" [red} [ HOME } "A;A+30720"
{BLU}":GOTO60000
Program 2:
Screen-plot For The Expanded (8K Or More) VIC
59994 FORA=828T092 1 : READB : POKEA, B : NEXT : EN
D
5999 5 DATA165, 197 , 166 , 2 51 , 164 , 252 , 201 , 39 ,
208,6,2 24,21,240,2,2 30,2 51,201,47,
208,6,224,0
59996 DATA240,2, 198,251,201,55,208,6,192,
2 2,240,2,2 30,25 2,201,6 3,208,6,192,
0,240,2,198
59997 DATA2 52, 166,252,164,251,224,22,208,
7,192,21,203, 3,202, 198,251,24,32,2
40,255, 169
59998 DATA113, 32 , 210 , 255 , 162 , 0 , 160 , 0 , 232 ,
208,2 5 3,200, 192,32,208,248,169,157
,32,210,255
5 9999 DATA16 9, 3 2, 3 2, 210,255,96, 234
60000 SYS828:A=PEEK(25l)+PEEK(252)*22+409
6:PRINT"IrED} [HOME] "A; A-^33792 '*
{BLU}":GOTO60000
Program 3: Screen^plot For The 64
59994 F0RA=828T092 1 : READB : POKEA, B : NEXT : EN
D
59995 DATA165, 197,166,251,164,252,201,4,2
08,6,224,3 9,240,2,2 30,2 51,201,5,20
8
106 COMPUTE! July 1983
59996 DATA6 , 224 , 0 , 240 , 2 , 198, 25 1 , 201 , 6 , 208
,6,19 2,24,240,2,2 30,25 2,201,3,208,
6
59997 DATA192,0,240,2,198,252, 166,252,164
,251,224,24,208,7,192,39,208,3,202
,198
59998 DATA25L,24,32,240,255,169,113,32,21
0,255, 162,0,160,0,232,208,253,200,
192
59999 DATA32, 208, 248, 169, 157, 32, 210, 2 55,1
69,32,32,210,255,96,234
60000 SYSa28:A=PEEK(251 ) +PEEK ( 2 52 ) *40+102
4:PRINT" iHOME] "A; A+54272 : GOTO60000
C-64/VIC 20/PET/CBM OWNERS
KUADTUAO -" Hop your toad across 5 lanes ot traffic, avo^d deadly
snakes, and dodge the dreaded toad-eaters, Cross a raging nver fjll of logs
turtles, alligators, and park your toad m the safety of a harbor. Each time you"
park 5 toads, you enter a tougher level where the action is taster and the toad-
eaters are more numerous. ROADTOAD is written in machine tanguage and
uses high resolution graphics. The sound effects are excellent and you can use
a joystick or the keyboard to control your toad
CASS/5K/VIC 2CMC-64 (Includes Shipping/Handling) $19.95
[CALIF, RES. ADD 6% SALES TAX]
UrllUKcl\l CHASE - Help your hapless hen avoid hungry chicken
hawks, sneaky coyotes, and fiendish zompys. if your chicken gets into trouble,
"hyper-hen ■ to a new spot on the maze. If your chicken travels the entire maze!
you advance to the next (evef where the action ts faster and the predators more
numerous. Hires graphics, great sounds, and machine language help make
CHICKEN CHASE a hilarious fun-filled game for the whole family
CASS/5KWiC-20IC.64 ...... . , (Includes Shipping/Handling) $19.95
(CALIF RES ADD 6% SALES TAX]
Write For IMIBBLeS & BITS. llSie. Write For
FREE pQ^ Qp3^ eoaa FREE
Catalog orcutt, ca eaass Catafog
SUPER DISK
Floppy Disk Drive For
VIC -20 & Commodore 64
Super Disk is a Commodore compatible disk drive design-
ed to interface to the various Commodore computers such
as the PET, VIC-20" and the Commodore 64\ The disk drive
is compatible to the model 4040, 2031 , 1540, and the 1541
disk drives and recognizes programs generated on any ot
these disk drives. The capacities are comparable to those
found on the Commodore drives, and Super Disk'
recognizes the full instruction set of the Commodore drives.
Super Disk' offers RAM area within the disk unit, a serial and an
IEEE bus interface.
Introductory Offer. . .$395.00
Also Avarlable:
Gemini- 10 w/lnterface
$399. V3K RAM
25.
CPI Parallel Interface
65. V8K RAM
4S.
Expancfoport 3 VIC
25. VI 6K RAM
75.
Expandoport 6 VIC
75. V24K RAM
105.
Expandoport 4 C64
65. CIE (IEEE for C64)
95.
CATALOG OF OTHER HARDWARE & SOFTWARE AVAILABLE ON
REQUEST. We accept: ViSA, Mastercharge, and AE
Southwest Micro Systems, Inc
2554 Southwell • Dallas, Texas 75229
(214) 484-7836
Trademark of Commodore Int
^Trademark of MSD
fiM ^ :i^ lii^
^/"l
By Parry Gripp
e^^'^ore
^v.
l/IS tinTHOII
DIGITAL PRODUCTIONS
Copyright T983 Isis Hathor Digital Productrons
Commodore 64 is a registered trademark
of Commodore Business Machines Inc.
mmmS^
LASER STRIKE
Challenge the deadly astericxl field, maneuver the caves of ice,
feed your lasers on the ripe solar pods, and bomb the enemy
asteriod cities. Behold the awesome graphics ami sound of LASER
STRIKE. Written in machine language for the Commodore 64.
Visa/MC/Check/Money Order accepted
In U.K. If! U.S.
Cassette e20.00 VAT Included Cassette $24.95
Disk E25.00 VAT Included Disk $29.9S
Andrew Barrow Isis Hathor Digital Productions
Royden, Pericslane 61 84 Verdura Ave.
Prestwood, Gt Missenden Goleta, CA 931 17
Bucks, England H PI 6 OJD
02405-3224
Add £1 for postage and handling
In U.S.
Cassette $24.95
Disk $29.95
Isis Hathor Digital Productions
6184 Verdura Ave.
Goleta, CA 931 17
(805) 964-6335
Add $2.00 postage and handling
California residents add 6% sates tax
ROADBLOCK
Brion Holness
There's a bit ofti/pii}^ here, but it's worth it. This game,
written entire!}/ in machine language, is fast and flexible.
You have a choice of five speeds, up to four f>tayers
simultaneously, or you can compete directly against the
computer. You try to control au ever-growing lijw with-
out runniiig i}jto a boundary, another player, or your-
self. For the Atari,
In COMPUTE! (August 1981) there was an action
game called "Blockade/' written entirely in
BASIC. The idea is simple. Each player controls a
line which continually grows in an enclosed box.
The first player who crashes into anything (himself
or herself included) loses a point. Players start
with nine points, and when they reach zero they're
out of the game.
The use of BASIC prevented the possibility
of allowing increased speeds, multiple players, or
computer play options. I wrote this version of
Blockade - called "Roadblock" in machine lan-
guage to add these options. If you don't know
machine language you can still type it in and use
it; the program contains all the DATA statements
required to run the program via a USR statement.
One of the major stumbling blocks 1 had in
writing this program was the use of graphics in
machine language. Fortunately. Bill Wilkinson's
"Insight: Atari" article in COMPUTE! (February
1982) came to my rescue; those familiar with his
article will recognize his code.
When the main menu comes up, you are
instructed to use the select, option, or start button.
The option button controls the speed, from 1 to 3,
w^here 1 is the slowest speed. The select button
co!Ttrols both the number of players (2, 3, or 4)
and the computer play option. When the computer
plays, it always plays as player number 2 and is
included in the total number of pi a vers. Thus, if
three players are indicated and the computer is
playing, then player numbers 1 and 3 are the hu-
mans, and player number 2 is the computer.
108 COMPUTE! July1983
BEGINNING PROGRAMMERS
If you're new to computing, please read ''How
To Type COMPUTE!'s Programs" and "A
Beginner's Guide To Typing In Programs,"
Roadblock
10 FOR 1=
I , B: NE
15 A=USR(
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824 TO 15010:READ BiPOKE
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, 12,
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4, 233
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27, 24
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6
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01
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, 1 1
115,32,243,244, 225, 242, 244
32, 1 16, 1 1 1 , 32, 98, 101 , 103
105, 110, 155,32, 32, 32, 32
32, 82, 111, 193, 228, 32, 66
108,207, 227, 75, 155, 32, 32
66, 12 1,3 2, 194, 114, 73, 225
206,32, 104,79,236,206, 101
33, 243, 155, 155, 32, 83, 30
69, 69, 68, 58, 32, 180, 155
3 2, 8 0, 7 6, 6 5, 8 9, 69, 8 2
83, 58, 32, 178, 155, 32, 67
79, 7 7, 80, 85, 84, 69, 82
3 2, 80, 7 6, 6 5, 8 9, 8 3, 58
32, 206, 155, 78, 89, 231, 225
237,229, 160,239,246,229,24
155, 13, 6 6, 4 0, 4 0, 2 3, 23
5,43,1,255,0,0,0
0, 1,255, 169,9, 162,3
157,33, 54, 202, 16, 250, 174
11, 54, 202, 189, 5, 54, 141
10, 54, 16 9, 21, 32, 150, 56
173, 48, 2, 133, 203, 173,4 9
2, 133, 204, 160, 3, 16 9,71
145, 203, 160, 6, 152, 145, 203
169, 3, 160, 3, 32, 195, 56
169,0, 162, 2, 160, 3, 32
EXPLORE A NEW DIMENSION IN SOFXmRE
W
<
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ftim!'
INTRODUCING ACTION! — Now the fastest 8-bit language ^^
Another first from OSSl ACTION! is a brand new language designed to run on 6502-based computers,
including Atari, Apple II, and Commodore 64. A powerful, structured language, ACTION! can draw out a new,
higher dimension of performance from these machines, with speeds never seen before. ACTION! combines some ■
the best features of such languages as Pascal, C, and Algol, and offers speeds over 100 times faster than BASIC interpreters.
ACTION! is ideal for games, music processing, real-time control, and many other applications. But if what you're really
looking for is raw speed in compiled code, ACTION! is just for you. There's more . . , ACTION! comes with a 128-column screen
editor which rivals word processing programs, as well as a monitor mode which allows you to choose between on-line activities.
ACTIONl's unique one-pass compiler will accept code from memory, disk, or cassette, and ACTION! has the ability to include
source library files.
ACTION! is provided in cartridge form only. Introductory price for ATARI Version $99.00
Call or write for availability of Apple II and Commodore 64 Versions.
A Strong Software Family
Other mafor systems software products from OSS include:
BASIC A +
C/65
MAC/65
BUG/65
the only logical upgrade to Atari BASIC with extra
features for games and business programs..,. S80. 00
the first native mode "small c" compiler for Atari
and Apple computers....SB0.00
the finest and fastest complete 6502 macro
assembler/editor package you can buy..,,S80.00
a powerful, self-relocatable debugger. FREE with
MAC/65....S34.95
And More,,,
OS/A + , the first and finest operating system for BOTH Atari and Apple II
computers, is NOW included FREE as a part of every OSS systems software
package, OS/A-f features a keyboard-driven, easy-to-use command processor,
several simple resident commands, and logical and readable requests for even the
most sophisticated utility commands. Versions of OS/A+ for some higher
capacity drives are available at extra cost.
NOTE: Unless otherwise noted, all OSS products require 48K and at least
one disk drive.
ASK YOUR DEALER, or call or write for our brochure.
ATARI, APPLE II, and TINY C are iradtmjrks of Atari, titc, Apple Computer, Inc., and
Tiny C Associates, respectively. MAC/65, C/65, BASIC A + , BUG/65, and OS/A+ are
trademarks of Optimized Systems Software, Inc.
m
Optimized Systems Software, Inc. 10379 Lansdale Avenue • Cupertino • California • 95014 • (408) 446-3099
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46, 32, 23, 57, 169,0, 162
79, 160, 46, 32, 23, 57, 169
0, 162, 79, 160, 3, 32, 23
57, 169, 0, 162, 2, 160, 3
32,23, 57, 162, 15, 189, 204
54, 157, 13, 54, 202, 16, 247
32, 81, 57, 166, 205, 208, 82
134,206, 174, 31, 208, 224, 7
240,3, 76, 1 1,58, 17 4, 10
54, 32, 53, 57, 166, 207, 240
60, 174, 4, 54, 172, 4, 54
20 2, 189, 33, 54, 208,39, 136
192, 1, 208, 34, 32, 81, 57
169, 2, 133, 87, 162, 6, 160
1, 169, 0, 32, 225, 56, 169
194, 160, 54, 32, 199, 56, 173
31, 208, 205, 31, 208, 2 40, 248
76, 11, 58, 224, 0, 208, 207
134, 207, 76, 24 0, 54, 166, 20 5
189, 33, 54, 2 0 8, 3, 76, 133
56, 166, 205, 189, 120, 2, 168
166,205, 192, 14, 208, 10, 169
255, 157, 25, 54, 169, 0, 157
21,54,192,7,208, 10, 169
1 , 157, 21 , 54, 169, 0, 157
25, 54, 192, 11, 208, 10, 169
255, 157, 2 1, 54, 169, 0, 157
25, 54, 192, 13, 208, 10, 169
1,157, 25, 54, 169,0, 157
21, 54, 24, 189, 13, 54, 125
21 , 54, 157, 13, 5 4, 24, 189
17, 54, 125, 25, 54, 157, 17
54, 168, 109, 13, 54, 170, 169
0, 32, 1 , 57, 201 , 0, 240
99, 166, 205, 224, 1, 208, 85
173, 50, 54, 240, 80, 230, 20 6
165, 206, 2 01, 3, 240, 72, 20 1
2, 24 0, 19, 173, 10,210,41
1, 174, 26, 54,208, 3, 24
10S, 2, 141 , 51 ,54, 76, 61
56, 173, SI, 54, 73, 1, 170
188, 52, 54, 173, 2 6, 54, 240
16, 20 1 , 1 , 208, 6, 206, 18
54, 76, 178, 55, 238, 18,54
76, 178, 55, 173, 22, 54, 201
1 , 208, 6, 206, 14, 54, 7 6
178, 55, 238, 14, 54, 76, 178
55, 166, 205, 32, 129, 57, 76
133, 56, 166, 205, 189, 29, 54
32, 195, 56, 188, 17, 54, 189
13, 54, 170, 169^0, 32, 232
56, 166,205,232, 138,56,237
4, 54, 48 , 2, 162, 0, 134
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169, 12, 157, 66, 3, 32, 86
223,162,96, 169, 3, 157, 66
3, 169, 1 , 157, 68, 3, 169
54, 157, 69, 3, 104, 15 7, 75
3,41, 240, 73, 16, 9, 12
157, 74, 3, 32, 86, 228, 96
141, 0,54, 96, 162, 96, 157
68, 3, 152, 157, 6 9, 3, 169
255, 157, 72,3, 157, 73,3
169, 9, 157, 66, 3, 32, 86
228, 96, 134, 85, 133, 86, 132
84, 96, 32, 225, 56, 162, 96
169, 11, 157, 66, 3, 169, 0
157,72,3, 157,73,3, 17 3
0, 54,32, 8 6, 2 28, 96, 32
2 25, 56, 162,96, 169, 7, 157
66,5, 169, 0, 157, 72, 3
157, 73, 3, 32, 86, 228, 96
32, 225, 56, 173,0, 54, 141
251, 2, 162, 96, 169, 17, 157
66, 3, 169, 12, 157, 74, 3
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169, 0, 157, 75, 3, 32, 86
228, 96, 224, 255, 240, 5, 16 0
168, 140, 1,210, 160, 2 55, 142
0,210, 136, 208, 253, 202, 208
245, 162, 255, 16 0, 0, 140, 1
210,96, 162, 0, 142, 45, 54
169, 2, 133, 87, 174, 45, 54
24, 189, 33, 54, 125, 46, 54
32, 195, 56, 189, 41, 54, 170
160,0, 152, 32, 23 2, 56, 238
45, 54, 174, 45, 54, 236, 4
54, 20 8, 222, 169, 5, 13 3, 87
96, 166, 205, 189, 37, 54, 141
2,2 10, 16 9, 104, 14 1,3, 210
189, 196, 2, 72, 169, 54, 157
196, 2, 162, 255, 32, 53, 57
205, 104, 157, 196,2, 162, 255
32, 53, 57, 166, 205, 22 2, 33
54, 169,0, 141 , 3,210, 169
1, 133, 207, 96, 169, 150, 160
54, 32, 199, 56, 96, 169, 18
32, 150, 56, 169, 32, 14 1 , 12
54, 169, 194, 141, 200, 2, 169
0, 170, 160, 4, 32, 225, 56
169, 115, 160, 54, 32, 199, 56
32, 188, 57, 169, 131, 160, 54
32, 199, 56, 162, 176, 32, 53
57. 173. 196.2.72. 162. 1
189, 19 6,2, 157, 19 5,2,232
224, 4, 208, 245, 104, 141, 199
2, 206, 12, 54, 208, 225, 24
173, 11, 54, 105, 176, 141, 159
54, 173, 4, 54, 105, 176, 141
171 ,54, 174,50, 54, 189, 192
54, 105, 128, 141, 190, 54, 169
2, 32, 150, 56, 162, 0, 169
0, 168, 32, 225, 56, 169, 56
160, 54, 32, 199,56, 169, 15 1
160, 54, 32, 199, 56, 32, 188
57, 169, 75, 160, 54, 32, 199
56, 169, 161, 160, 54, 32, 199
56, 169, 173, 160, 54,3 2, 199
56, 32, 188, 57, 169, 94, 160
54, 32, 199, 56, 172, 31, 208
192, 7, 240, 249, 204, 3 1 , 208
240, 251, 192, 5, 208, 24. 174
4, 54, 23 2, 2 24, 5, 208, 10
162, 2, 173, 50, 54, 73, 1
141, 50, 54, 142, 4, 54, 76
11, 58, 192, 3, 208, 16, 174
11.54.232.224.6. 208. 2
162, 1 , 142, 1 1 , 54, 76, 1 1
58, 76, 220, 54
Maiieiiveniig around Uie roadblocks.
110 COMPUTE! July 1983
pflOGAwnnoM
Extra Atari Enjoyment NOW
MOGRMI/TOM
DEMON
AHACK
by Dave Johnson from imogic
Marooned on the ice planet Krybor. walcti ©eri© creatures
stfeam overt>eact and hover ominously. Attack and destroy
them — or tie destroyed! For 1-2 players with ever mcreas-
ing dangers. BSast em and survive!
41656 ROM
Cartridge S3©:So
$31.96 20% Off Til
July 10
BURIED
BUCKS
from Analog
Fast action "daredevir game! Equipping your helicopter
with explosives, you intend to blast the gold. But your
arch-enemy plans to keep the treasure and you buried by
dropping loads of dirt from his World War II bomtser Incred-
ible 99 levels of joystick controlled action for 1-2 players.
It's a race for the bucks as you avoid the falling dirt!
32364 16K Tape or 35873 16K Disk §^&:55
$23.96 20% Off Til
July 10
JOURNEY
TO THE
PIANETS
from JV Software, Inc.
Space, adventure and arcade action game. Disembark on
inviting planets — a different adventure awaits on each
planet. Designed for your puzzle solving imellect en-
hanced by arcade action for excitement
43568 32K Tape or 43579 32K Disk $29.95
MY SPELLING
byfiJP. Casper from APX
Paint landscapes by typing letters and spelling words.
Non-readers can make pictures by touching any key.
Young readers are ctiallenged to type a whole word and
display fts picture. 4 levels, ages 3-1 0. Requires Atafi Ba-
sic; joystick opticnal,
16K Tape or 24K Disk $29.95
JUMPMAN
by Rondy Giover tram Epyx
New science fiction game! Jumpman must save all 30
levels of Jupiter Headquarters. Scale ladders, girders and
perilous ropes while fighting off demonic destroyers. Joy-
stick controlled, 5 game variations, 8 speed, music, sound
effects and graphics. The ultimate test of reflexes for 1-4
players.
41713 32K
Disk $^!^i9f
S31.96 20%OffTiJ
July 10
SURVIVOR
by Richard Can from Synapse Software
Fly your Starwedge Cruiser solo, with one or two gunners
and/or a propulsion engineer, across a scrolling galaxy of
danger and excitement. Only your skill can make you the
Survivor. Requires joystick,
27739 16K Tape or 34872
16KDisk$3i^r95 $27.96
33523 ROM Cartridge
$44:t5 S35.96
20%OffTilJuly10
CLIPPER
from Prograrn DQSign, Inc.
Around the Horn in 1B50! Choose the vessel, cargo, crew
and course. Use your skill to overcome storms, icebergs,
illness, delays, doldrums, mutiny and more, Voice*
narrated, high adventure requires joystick.
32689 24K Tape $24.95
32690 32K Disk S29.95
MATHEMATIC-
TAC-TOE
by Nadav Cairjs from APX
Offbeat way for kids 8 16 years old to practice computa-
tional skills It provides addition, subtraction, multiplication
and division drills on tS difficulty levels witrt tme limit
ranges from 2 to 23 seconds. Two players compete to fill a
tic-lac-toe row with correct solutions.
2145216KTapeor 21463 24K Disk SI 5.95
Over 2500 Programs for TRS-80,
For Information Call
202-363-9797
Visit our other stores:
829 Bethel Rd,. Columbus, OH
Seven Corners Center, Fall Church. VA
W. Bell Plaza, 6600 Seciihty Blvd., Baltimore, MD
White Flint Mall, Hockville Pike. Rockville. MD
Harvard Square. 13 Dunster St.. Cambridge, MA
Westmoreland Mall, Rle. 30 East. Greensburg, PA
ytM
POKERSAM
by Jerry White from Don 'tAsk
This poker player can taikf POKERSAM narrates every
hand, naming upturned cards, announcing bets and wise- i
crackrng He's a real character with a gift tor gab!
28336 Dtsk $24.95
FINANCIAL WIZARD
by Bill Mciachtin from Com pu tori
Superb personal finance program with 26 expense
categones- Stmple check entry and search by name, cate-
gory, number or tax deduction Features cbeck balancer,
prnting and audit Instructions on screen elJmtnates need
for constant referral to manual,
15118 24K Disk S59.95
INSIDE ATARI BASIC
by Sill Corris tram Restan
A fast, fnendly approach by the training director of Atan
Home Computers This workbook is an introduction to
key concepts of BASIC
37213 Softcover book $12.95
COMPUTE'S FIRST BOOK
OF ATARI GRAPHICS
from Campufel
Extensive capabilities are available with Atari graphics
Games, tutonals. programs, and more, for the beginner
to the most advanced ready to type right in and use!
23746 Softcover Book $12.95
•>. The \
^
Program \
y^ ^
Store V
■^
j^Vj^
NOW OPEN.^
y
^ ^^
in
w
Cambridge
Ih
pi2-.
^^ i
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Harvard Square
13 Dunster St.
x^
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ATARI 400/800, APPLE, IBM & VIC 20.
TH6/X I ^iM
PROGRflm/rORE
Franchise Openings
Available in selected cities.
To Order Call Toil-Free
800-424-2738
MAIL ORDERS: Send check or M.O. for total purchase price,
plus $2.00 postage & handling, O.C. MD & VA: add sales tax.
Charge cards. Include all embossed information.
Coming soon to Philadelphia
THE PROGRAM STORE * Dept. 10-07-3 * Box 9582 • 4200 Wisconsin Avenue, N.W. • Washington, D.C. 20016
1983 The Program Store Inc.
1
1 Hem # Title
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Price Postage
Total
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Name .-
Address _
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D CHECK n VISA
D MASTERCARD Card #
Com outer ^^^ ^^^" 400'800 unless otherwise Specified.
State.
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COMPUTE'S
Author Guide
Most of the following suggestions serve tti impixn-e
the speed and accuracy of publication. COMPUTE! is
primarily interested in new and timely articles on
VIC, Apple, PET/CBM, Commodore 64, Atari, Timex/
Sinclair, T1/99-4A, and Radio Shack Color Computer.
We are much more concerned with the content of an
article than with its style. Above all, articles should be
clear and well-explained.
The guidelines below, will permit vourgood ideas
and programs to be more easily edited and published:
1. The upper left corner of the first page should
contain your name, address, telephone number, and
the date of submission.
2. The following information should appear in the
upper right corner of the first page. If your article is
specifically directed to one make of computer, please
state the brand name and, if applicable, the BASIC or
ROM or DOS version(s) involved. In addition, please
iiuiientc the njeiiiory tvquireineuts of pw^^rnins.
3. The underlined title of the article should start
about 2/3 of the way down the first page.
4. Following pages should be typed normally,
except that in the upper right corner there should be
an abbreviation of the title, your last name, and the
page number. For example: Memory Map/Smith/2.
5. All lines within the text of the article must be
double- or triple-spaced. A one-inch margin should be
left at the right, left, top, and bottom of each page. No
words should be divided at the ends of lines. And
please do not justifv. Leave the lines ragged.
6. Standard typing paper should be used (no
erasable, onionskin, or other thin paper) and typing
should be on one side of the paper only (upper- and
lowercase).
7. S h ee ts s h o u 1 d be a t ta ch e d tog e I h e r w i t h a p a pe r
clip. Staples should not be used.
8. If you are submitting more than one article,
send each one in a separate mailer with its own tape or
disk.
9. Short programs (under 20 lines) can easily be
included within the text. Longer programs should be
separate listings. // is essentia! that we have a copy of the
program, recorded Iwiee, on a tape or disk. Please use high
quality 10 or 30 minute tapes with the program recorded
on both sides. The tape or disk should be labeled with
the author's name, the title of the article, and, if appli-
cable, the BASIC/ROM/DOS version(s). Atari tapes
should specif v whether they are to be LOADed or
ENTERed. We prefer to receive Apple programs on
disk rather than tape. On the other hand, tapes are
preferred for the f^adio Shack computer. Tapes are
fairly sturdy, but disks need to be enclosed within
plastic or cardboard mailers (available at photography,
stationery, or computer supply stores).
It is far easier for others to type in your program if
you use CHRS(X) values and TAB(X) or SPC(X) instead
of cursor manipulations to format vour output. For
five carriage returns, FOR 1 = 1 TO 5:PRINT:NEXT is
far more "portable" to other computers with other
BASICS and also easier to type in. And, instead of a
dozen right-cursor symbols, why not simply use PRINT
SPC(12)? A quick check through your program -
making these substitutions- would be greatly ap~
p rec i a t e d b v y o u r e d i to r s a n d by v o lu' rea d e r s .
10. A good general rule is to spell out the numbers
zero through ten in your article and write higher num-
bers as numerals (1024). The exceptions to this are:
Figure 5, Table 3, TAB(4), etc. Within ordinarv text,
how^ever, the zero through ten should appear as words,
not numbers. Also, symbols and abbreviations should
not be used within text: use "and" (not &), "reference"
(not ref.), "through" (not thru).
11. For greater claritv, use all capitals when re-
ferring to keys (RETURN, TAB, ESC, SHIFT), BASIC
words (LIST, RND, GOTO), and three languages
(BASIC, APL, PILOT). Headlines and subheads
should, however, be initial caps only, and emphasized
words are not capitalized. It you wish to emphasize,
underline the word and it will be italicized during
typesetting.
12. Articles can be of any length - from a single-line
routine to a multi-issue series. The average article is
about four to eight double-spaced, tvped pages.
13. If you want to include photographs, they
should be either 5x7, black and white glossies or color
slides.
14. We do not consider articles which are submitted
simultaneously to other publishers. If you wish to
send an article to another magazine for consideration,
please do not submit it to us.
15. COMPUTE! pays between S5U and S600 for
published articles. In general, the rate reflects the
length of the article. Payment is made upon accept-
ance of an article. Following submission (Editorial
Department, COMPUTES Magazine, P.O. Box 5406,
GreensLxiro, NC 27403) it will take from four to eight
weeks for us to reply. If your work is accepted, you
will be notified by a letter which will include a contract
for you to sign and return. Rejected uiaiiitscripts are re-
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16. If your article is accepted and you have since
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17. COMPUTE! does not accept unsolicited product
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PRODUCTS FOR ATARI* 400/800
FROM ELCOMP
I BOOKS for ATARI Computers
JATARlSAStC- Uearnmg by Using
I An excellent traok for the beginner. Many short program?
I and learning exercises. Alt irnportant features of the ATARI
I computers are ciescribe<l (screen drawings, special sounds,
I keys, paddles, joysticks, specialized screen rnutincs, gr^iphics.
I suund (ipplicijtjcns, pc«ks, pokes, ^nd spi^clal stuff I. Also
I suc}gestion& are made that challenge you to change and write
I progfam routines.
I Older #164 B7.95
I Gannss for the ATARI Computer
I This book describes advanced programming techniques lik«
I player -miss tie -graphics and use of the hardware-registers.
I Contains many ready to fun programs in BASIC and one
I called GUN FIG NT in machine language.
I Order #162 S7.B5
How to program your ATARI in 6502 Mac h. Lang.
ihe BASiC programmer I
S9.95 I
Introduction to machrne language for
Order #169
FORTH on the ATARI - Learning by Using
Introduction, prortrams. applications, learning exercises.
Order #170 S7.9S I
^ "^ ..
A Look into the Future - ASTROLOGY
on your ATARI 800,
How to calculate your own horoscope.
Orcfer#171
$9.95
Our catalog is free with every order. Send $1.00 and
SASE for catalog only.
SUPERMAIL
[&D0 addr. an 1 diskj
1 Completely written in
J FOHTH, Comes on autoboot
I disk. No cartridge, no DOS,
j no FORTH Language re-
I quired!
Order#7312 £49.00
SUPERINVENTORY
(1000 terms per dtsk}
Completely v^ritten in
I FORTH. Same as above.
(Disk only)
Order#7320 $49.00
BUSIPACK-1
(wHtten in FORTH). Com-
I piflte order entry, inventory,
I mailing and invoicing.
{Disk onlyl
Order #7313 $98.00
ATAMEMO
Databiock to keep track of |
your appointments. iD+C|
Order #7310 $29.95 |
ATCASH
Convert your ATARI BOO I
into a powerful cash register, f
(Disk only)
Order #7307 S49.95 I
Invoicmg progr. i. BASIC I
Order #7201 (C ) $29.95 |
Order #720O{DJ £39.95 I
Mailing List in BASIC
Order #721 2(C) $19,95 I
Order #7213(0) $24.95 I
Inventory control
BASIC
Order #7214 (C) $19.95 I
Order #7215 ID} $24.95
Micmcomputflr Hardwar«
Handbook (B'lfiDagesy
Descriptions, pinouts and
specifications of the
most popLiiar micropro-
cessors and suppor-
ctitps.
A MUST for the hard-
ware buff.
Ofder-No. 29
$14.96 I
i^
Payment; check, nnoney order, VISA, MASTER-
CHARGE, EuToscheck.
Orders from outside USA; add 15% shipping. CA
residents add 6.5% tax
'ATARJ is a reaistered trademark of ATARI tnc,
d trademark of Commodore
SOFTWARE IN MACHINE LANGUAGE for ATARJ j
ATM0NA*1 I
This is a machine language monitor that provides you
with the most important commands for programming
in machine-language. Disassemble, dump {hex and
ASCIU, change memory location, block transfer, fill
rrtemory block, save and load machine-language pro-
grams, sitart programs. Printer option vta three
different interfaces.
Order #7022 cassette version SI 9. 95
Order #7023 disk version S24.95
Order #7024 cartrtdga version S59,00
ATMONA-2
This is a tracer (debugger) that lets you explore the |
ATARI RAM/ROM area. You can stop at previously
selected address, opcode, or operand. Also very
valuable in understanding the microprocessor. At
each stop, all registers of the CPU may be changed.
Includes ATMONA-1.
Order#7049 cajsetteversion 849,95
Order #7050 disk version $54.00
ATMAS
Macro-Assembler for ATARI-800/48k. One of the
most powerful editor assemblers on the market.
Versatile editor with scrolling. Up to 17k of source-
Code. Very fast, transfates 5k source<:ode in about 5
seconds. Source code can be saved on disk or cassette.
(Includes ATMONA-1)
Order # 7099 disk version Sfi9.00
0 rder #7999 t:a rtr i dge versio n Si 29 . 00
ATAS
Same as ATMAS but without macro-capabflity,
I Cassette-based.
Order #7098 32k RAM 849.95
Order #7998 48k RAM S49.95
I ATEXT-1
This wordprocessor is an e?<cellent buy for your
I money. It features screen oriented editing, scrolling,
I string search (even nested), left and right margin
I justification. Over 30 commands. Text can be saved
on disk or cassette,
Order#7210 cassetteversion 829.95
Order #7216 disk version S34.95
Order #7217 cartridge version $69.00
GUNFIGHT
Tfiisgame (8k machine-language) needs two joystieks.
Animation and sound. Two cowboys fight against
each other. Comes on a bootable cassette.
I Order #7207 $19.95
FORTH for the ATARI
FORTH from Elcomp Publishing, Inc. is an extended
Fig -Forth -version. Editor and I/O package included.
Utility package includes decompiler, sector copy, Hex-
dump (ASCII), ATARI Filehandllng, total graphic
and sound, joystick program and player missile.
Extremely powerful!
Order #7055 disk $39.95
Floatir>g point package with trigonometric functions
(0-900).
Order #7230 disk $29.95
Learn-FORTH from Elcomp Publishing, Ir^c.
A subset of Fig-Forth for the beginner. On disk
132k RAM) or on cassette (16k RAM).
Order #7053 $19.95
Expansion boards for the APPLE II
Th« Cuttom Appli + Otii*r Mytfer1«j
A complete guide to customizing the
Appfe Software und Hardvvare
Order-No, 68d SZ4.95
We also stock the boards which are
used in the book "The Custom
Appfe ■■ [bciretwrdsi
66a2l/O&o*rdWo.605 S39.00
EPROMBurnerNo.607 $49.00
8K EPROM/R AM 8oard
No. 609 S29.00
Prototypiing board for the
Applall No. 604 S79.00
SJot rspeater board for the Apple II No. 606 849,00
Onier !vvs boaras and get the uook free !
Care and feeding of the Commodore PET
Eight chapters exploring PET hardware. Includes
repair and interfacing information. Programming
tricks and schematics,
I Order #150 89.96
ELCOMP PUBLISHING, INC
, 53 Redrock Lane
Pomona, CA 91766
Phone:(714)623 8314
ATARI
VIC-20
0S(
SINCLAIR
TIMEX
Hardware - ADD-ONS for ATARI
[PRINTER INTERFACE
I This construction article comes with printed circuit
] board and software. You can use the EPSON printer
I without the ATARI printer interface. (Works with
I gameports3 and 4).
I Order #7211 $19.95
I RS-232 Interface for your ATARI 400/800
I Software with connector and construction article.
Order #7291 $19.95
EPROM BURNER for ATARJ 400/800
I Works with gameports. No additional power supply
I needed. Comes compl. assembled with software
1(2716,2732.2532).
I Order #7042 $179,00
1 EPROM BURNER for ATAR] 400/800 KIT
J Printed circuit board inci. Software and extensive i
I construction article.
I Order #7292 849.00
I EPROM BOARD (CARTRIDGE)
I Holds two 4k EPROMs (2532). EPROMs not included.
I Order #7043 829.96
j EPROM BOARD KIT
I Same as above but bare board only with description. |
I Order #7224 814.95
ATARI, VIC-20, Sinclair Timex and OSI
NEW - for your ATAR 1 400/800
I Aatmlogy and Biarhythm for ATAR! (cass or disfc}
I Ortter-No. 7223 £29.95 |
th control 'TJiih the ATARI iKnaus Ogino}
I Order-Nci. 7222 cass. Of disk E29.95 I
I Books + Software for VIC-20 {requires 3KRAM Exp.) I
I No. 4870 Wordprocessor for VI C-20, 8 K R AM Si 9.95 f
I No. 4883 MaiJing List for VIC-20, t6K RAM 614,95
I No. 176 Tricks for VI Cs (book, 115 pages) $ 9.95 |
1 INPUT/OUTPUT Progmmming
I with vour VIC. No, 4B86 S9.95
No. 43S6
^^H
TenntJ, Squash, Break.
No. 4881
E9.9S HB
Runfill for VIC, No. 4894
89.95 W^^S
TICTACVIC, NO.48S0
S9.35 ^^^^
GAMPEPACK i (3 Gameis)
No. 4881
El 4.95 ^^^9
I Dual Joystick tnsir. No.48a5 £9.95
I Progr. in 8502 Machine Language on your PET^-CBMI
I 2 complete Editor/ Assemblers (Source code 3 hex- 1
I dump + description plus a powerful machine language I
I monitor (Hexdumpj. Order-No. 166 $19.95 f
I Universal Experimenter Board for the VIC-20
I (Save money with this great board). This board plugs |
I right into the expansion slot of the V IC-20.
I Order #4844 $18.95 |
1 Software for SINCLAIR ZX-81 and TIMEX 1000
I #2399 Machine Language Monitor S9,95|
I #2398 Mailing List S19.95I
I Programming rn BASIC and machine language with I
I the ZX-81 (82) or TIMEX 1000.
I Order-No. 174 (book) S 9.95
BOOKS FOR OSI
I No. 157 1. Book of Ohio £7.95
I No- 158 2. Book of Ohio S7.95
I No. 1 59 3, Book of Ohio S7.95
I No. 160 4, Book of Ohio £7.95
INo. 161 5. Book of Ohio $7.95
I #151 8K Microsoft BASIC Ref. Man. g9.95|
I # 1 52 Expansion Handbook for 6502 and 6802 39.95 1
I # 1 53 Microcomputer Appl. Notes S9.95 1
I Complex Sound Generation
I New revised applications manual for the Texas I
1 Instruments SN 76477 Complex Sound Generator, I
I Order #154 86.95 |
I Small Business Programs Order # 1 56
I Complete listings for the business user. Inventory,!
Invoice Writing, Mailing List and much more, Intro- f
I duction to Business Applications. 814.90 1
computer mail order
^i:ilfMTER8
BMITH COROMA
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C.ITaH[TEC]
GX'lOO ,,..,... - .,.S209.0O
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Printmatiar F10-S&. .»1 04900
OKI OAT A
B2A CALL
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B*(S»fi«l) CALL
91 CALL
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IDB
MicroPrum Ift49 00
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G*min> 10 ,-., , ,»349 OO
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1»03 CALL
SEC
COM^UTERfl
6OO0 --. , CALL
8001 A , , *r 1 9 OO
a031 -. 1719 00
aoii *S49 OO
PRINTCPB
a023 M19 00
7710^7 7JO , .•3349 DO
3510/353O...... .,..,.»1S49 OO
MONITORB
JB 12flO *119 OO
JB'iaOl . t14D OO
jc-iata ...*2B9oo
jct 3-303 ....taoa 00
JC*ia03 *»89 00
Call on Eagle 8 Bit A 16 Oil
Compulors4 Software
MODEMS
HAYEB
Smift , 8219O0
Smart 1300 t1 300 Baud) . . 1549 00
Chronograph. 1199.00
MtCfomodam 100 1309.00
Mtcrofnodam tl . , S379 00
Microri^odam M(with t*rm} . $299 00
Smart Com II S9g.00
NOVATION
JCat „..,...-. »1 19-00
Cat ..,„ (144.00
O'Cat »t 59.00
t03 Smart Cat 1189 00
Afipta C al II (779-00
t03/31 3 Smari Cal »<*39 00
2t2ApplaCatll («09-00
ApplaCal I) 21 2 Upqrada- - - - $30900
ANCHOR
Mark I lRS-232) .$79.00
Marit II (Alan) $79.00
M*r1( IIMT.I -99) ..(109.00
Mark IV{CeUPET| ..(125.00
Mark V (Oaborn*! $95.00
Mark VI |1BM PCI $179 00
Mafk VII lAuto Ana./Auto DuUi ... $ It 9-0O
TRSSO Coloi Compula* $99.00
9 Votl Powar Supply $9.00
Mark Vllt .CALL
MOfSirTOF^S
AMOEK
300G $15900
3O0A $18900
310G $17900
310A .. , $189-00
Color I $299 00
Colarll - $599 00
ColorNA $799 OO
Colorlll $349 00
■MC
13AU13 GrHi% (79 g9
1401 13 ColorlMtd-nai} (389 00
9191 U t3-- Compoiil* $329.00
TAXAf^J
nee 1 {NrRas} $299 00
RGB IN (499 OO
t2MCrHrt $11900
13 A Ambar .$12»00
ZSNITH
ZVM 121 (95,00
ZT % Tarmmat $389.00
U.S.I,
Pi 1. 9"Gr«n $99 OO
Pi 3, 13"GrMrt . 1119 00
Pi 3. 13 Amt>ar $159 00
Pi4,9"Amb«r $139 00
1400C r4ColOf $399 00
PANASONIC
jmOOil 32K Pwm- Ccmptrtar . . . $309.00
MONITORB
TR 13012-HlR«aGf*M .$159.00
CT-1 eo 1 0^ Oua^ Motto Co4ar ... 1290.00
DT DIOOO 10" RGB $349 00
OTD1300 ia"RQaA>j*«poa. $439.00
NEC
SBSO PRINTER..
SI 5^9
PE RC O M/TAN D O iVI
DPIVCB
5% ieOKDi»»iOri*a
$349 00
5% 370K D^ik Driva
$299 00
AMD6K
310A Amba
Monitor . ,
. $1flB 00
310G Gmn
Monitor
$179 00
Amdtait (3V.
'Dft«>
...$879.00
XV Plall«r .
...$649 00
Color M,...
..$599 00
Combo Card 84K 1429 00
aUBIE
PC Kaytoaard (219 00
SOFT^WAPE
Micn?Pro Wo^QSttr/MailMarea - $349 00
I US. Eaaywritaf II.. . ..... $240,00
I US Eatrtpallar (1 29.00
PMchPackaoafGUAf'/ARll (419 00
PPOfSEBSIOPJAL
BOFT^/APE
IBM PC WordProcaiiina S319 00
CONTINENTAL
SOFTWARE
TiiCJaitMiil'Form tartar (89 00
ThaHomaAccounlanrPlum .,$109.00
BYNAPBE
Fila Mmagsr 1119 OO
Privacod* Phona .
$2 39 DO
REAOY FORMS
t o^' AddrwM Lab^afTrKf Fa«f) ,(9.95
iSRaportPsparfTrKt F#«f) (24 95
BTBlnkWrnPiparrrrvct Fa*<!f| $19 95
8-1 Birih ErtMTracI Fa«d) $M95
BAfMYO
MBlOOOComputaf (1599 00
INC LUOES FREE SOFTWARE'
MicroPro, WordStar. Catcitar.
Mill M*rga $ Rapon ^lar
MB leOAddori Ori«« $539 00
*S00Lart*rOuiiityPrini«r $899 00
TliVlEX
SINCLAIR
iOQO
S3S.S5
1 eK Mamory Modu»a $44 .95
VuCalc .. $17,95
Chaeh Baoh Man«9«r ( 1 3-95
ThaOrgannar....... ....•14.95
Tha Budgalar.. .....$13 95
Slock Option $14 93
LoanAMortu»g«Amor1i»r . ,(12,B5
Mindwar* Frinttr (t09 00
OPBVTK SOFTWARE
Graphkca $12.99
Mom* Budgaivr .......,......$ 1 3-99
Horn* Invantory $13-99
Incoma Tai $1 4. 99
Mt^aMlnd .. $15.99
Salvo . , $1 3 ,99
TftaQuix ....§13 99
Wordi 812.99
^S commodore
1 530 Cotor Pftntar/Plonar . (1 8900
1 33 5 BO Colum n PrI mar - - - - $330-00
1 530 Dalaaatia $89.00
1 541 Sln^l* Oltk Dnir* (338.00
leOO VIC Modam $95.00
1810 VtC Tarm 40 $49.00
105O AD/AA Modam... $159.00
1701 14" Co^Or Monitor ., .,(389-00
1311 Joytlicki laactil $5.99
1312 Paddla* (It .99
tno VIC en $43.00
nil VIC t«K $89.00
1011 RSZ32 Intarfac* $43.00
1 2 1 1 Su p4r E Jipandar S53.00
190eSupar Allan .-. $33 00
1 910 Radaf Ral Rac* $23.00
1 91 7 VooDoo Catlia $29.00
1 932 Co>mlE Crur^char $35.00
1923 Gort $39.00
1934 Om»9a Rac* $30 OO
1 1 0 VC 20 R*f*r«nca Cuid* - . $1 5.00
CBM 84 RararancaGuid«....$18.0O
EASY BUSINESS
BEPIES B4
EaiT Fiia.. $79.00
Eaay Finane*,. ., $39,00
Eaiy MatI $39.00
Eamy Scrtpt .$79.00
Vi^ord Macttirw/Ham* MH:htn*- - $3 3 00
PPOORAMMER
SERIES B<4
Aaaamblar . .. $39.00
L090. , $79. 00
Ptiot .....-..$79.00
Pal Emulator -(35-00
Scr*ark Editor $33.00
Vtdao/Mumie Support $3900
ART ANO MUBIC
SEPtES 8<4
Muiic Machina. - - . . - $25. OO
Munc Comp«aaf .. $35-0O
Mata Muaicl $7900
COMMEPCIAI. OATA
Motor Mouia/30 $23.00
C*ntipod«/aO ....... ,,(33-0O
Fr099*«/30 $23. CK)
FroggWW- - $2300
CREATIVE BOFT^IVAPE
Aitro B lltj - - $33-00
Black Mola., $32.00
Tra>hmtn $32.O0
Noma Financ* ..$27.00
Homa InvaintOfy ..$13.00
UMl
Amok ....,„.... .„,.,... $30-00
MvlaorRun .$40. 00
Allan Blltx $30. 00
Vnarm A .(18.00
Tha Allan ...,...$ie.00
CBM 64
ssee
VIC eo
40a4 , (589.00
13S40 .,......, $849. 00
laaao (749.00
8032 $1039.00
4032 ....(739.00
8098 Upgrsda Kit $380.00
9000 ,...,.... $149*00
2031 $449.00
4O40 ...,..„............$949,00
8050 $1379-00
8250 , $1839.00
9O80 (5 Mag. HD) $1 999-00
9000 (7. 5 Mas. HD) $31 99.00
4022 $3a».00
8023 $5*9.00
8400 Lattar Quality Ptlntaf . . ..CALL
Sp*ll Maaivr ^tgft.OO
Z Ram addtCP/M'$S4K.... $549.00
Silicon OWIca $749.00
Calc Raiuti $159.00
ThaMana9*r SXOO.OO
Tha Soft Rom tl3ft.00
Jinaam CALL
ADA 1 eOO CBM ID Pari I nt . $89 .OO
ADA l450CBMtoS*ri«ltnt,. (99-00
PPOFESSIONAL
BOFTVuTARE
Powar (79.00
InroPro *319.0O
word Pro 2 Plit*.. $159.00
Word Pro 3 Plut. .. $1 99.DO
word Pro 4 Plut ....$299.00
Word ProSPlua $299.00
Ad mlniatator ................$379.00
Word Pro 84.......... $79.95
VIC BCVCBM B4
Light Pan $32 OO
Cafialt* Iniartaca - - $39.00
Parallal Priniar Iniartaca $84-00
351o< Ecpafttlmatteoaf 20 ortM. .-$32.00
8SIOI Exparw.Maftac«<30ori If} ..$79.00
5hamua(R0M| (39-00
Protactor | ROM J (32.00
Robot Panic (ROM» $30.00
Rlritaa (ROM) $39.00
HESWritar (ROM).... ....... .$39. 00
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CE 1 52 Cai»atta Racordar . . . (83.0O
C E 1 55 SK Ham E Mj>an«. Mod- . .. $94.0O
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FRANKLIN
Call forpHCB and information
on !h« NEW FRANKLIN
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MICRO-BCI
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Vimlc«Va|App««ll,CBM,lBM} .t179.0O
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BRODEf^BUNCl
Appl« Panic ... S73.0O
Dȴi(J'i Mi9)C *27.00
Star Bitzar .»J5,00
Arcada Machma ,,t34.0O
ChopliHar M7.00
Sarpantln* . - - - , 127 .00
INFOCOM
DaadlinalAppla.iaif .AtBfi). . .t35.00
Star Cm** ,S2» OO
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MFC
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AXLON
Apple/ F^ankJ in 1 7aK Ram . 1399 OO
Appla/Franktlin nam DtmK . . 1999.00
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Appla JoyalicM t44.00
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Th a Book of Atari •1495
Ttia BoAk of ApptaCrapAict ... tt 4 95
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ATSa-SI ..,.*399.00
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ATBasa...,. .,..*«49,0O
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MP IOC 159.00
MPI1C . 172 OO
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MP ISC 199.00
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Card Raadar S144.0O
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1025 eo Column Prlntar. .. .1469.00
1 027 Lattar Quality Printar . . 1299.00
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830 Acoutt^c Modam ..,1159.00
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CX41 S Moma Minaear Kit . . .*«9.DO
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C X7 » D1 Entartainar K« 109 OO
Invitation to Programming I ., ,118.00
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4002 Batic Languaga. 142.00
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401B Pilot (Moma) ....$72.00
6038 Atari Writar.. ,,,,., ,179.00
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5059 Vlaicalc .1159.00
ATARI
Pacman ....133.00
Cantipada ...... 133. 00
Dafandar,....,.. 133.00
Cplaiian ...133.00
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Computar Ctiatl .129.00
Jugglaa Houta $23. OQ
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Playa* Piano ...,..,......$18.50
KaytJoard Organ 11 B.SO
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Frogmaitar ........ .......118 50
747 LandS4mulalar..........l18 50
Bumpar Pool 113 50
ON-LINE
Jawt^raakar $27, OO
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Shina (ROM) ....... 134 OO
Shamus |ROM( , $34 00
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Dodga RacBr(C/D) ....$26.00
Nauttlu* (CD) . . . . , 126.00
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tNTEC
Hflj Time Clock 139 00 j
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Educational Institutions, apo & fpoc Add minimum $5.00 shipping and handlir^g.
Time Bomb
Doug Smook
This program is deccptiveh/ short - it is easili/ one of
the best games we've ever seen for the VIC. You're in a
maze, larger than your scree)} will sliozo. You nmst
move through it, trying to defuse a ticking l)omb hiddejt
somewJiere at the top of the puzzle. As you uwve, tlie
screen will move, but you must learn from your mistakes
or the ticking will grow uwre shrill until all is lost. For
the unexpaiided VIC.
You play 'Time Bomb" against the clock. You
start at the bottom of a maze, which is about three
times the size of the VlC's screen. At the top of
the maze is a time bomb ticking away. The closer
it gets to blowing up, the higher pitched the ticking
becomes. If you reach the bomb, you must steer
the pointer into it to defuse it. If you are successful,
you have a go at the same maze, but with the
bomb in a different place and with a shorter fuse.
This continues until you run out of time. If you
fail to defuse it, you get a new maze and a new
bomb with a longer fuse.
Friends I've played this with usually don't
consider it a game for competition. Instead, they
become back-seat drivers, telling the player where
to go and pulling for him or her at every turn.
Time Bomb is quite challenging to a player's
memory of spatial relationships. People who are
at first intimidated by seeing only a portion of the
maze quickly become accustomed to thinking
ahead and remembering the dead ends and clear
paths through the maze. An ability to recall the
good and bad moves is crucial to getting into the
later rounds.
I started thinking about this game when I
saw Kenneth Szajda's "Mastermaze" (COMPUTE!,
February 1983). I wanted to create something
more challenging than a single screen maze, but I
didn't want to duplicate his game and I also had
to consider the VIC's smaller memory. I then hit
onto the idea that makes this game so entertaining:
to make the maze larger than the screen and bring
it on and off the display by scrolling it out of a
much larger block of memory.
How The Idea Came
It sounded great, but how would I do it? The secret
lies in a short machine code routine that is "called"
to update the display whenever the player goes
up or down in the maze. It does this so quickly
that I used the BASIC joystick routine from
116 COMPirre* July 1983
COMPUTEl's first Book of VIC just to keep things
at a reasonable pace.
There are actually three separate machine
language routines that are represented by the
DATA statements. One fills the maze area with
the proper character, another fills the screen's
"color RAM" with the proper color, and the third
Searching for a time bomb,
one scrolls the maze. I could have used BASIC
POKEs to do all these things, but the time con-
sumed would be too great. It would be impossible
to use POKEs to do the scrolling of the maze with
enough speed to be any fun at all.
When typing in the program, be sure to SAVE
it before you RUN it, since a typo in the DATA
statements could cause you to lose the whole pro-
gram. Be very careful as you enter the DATA state-
ments. If you have a bug in the program, it is most
likely in the DATA statements, so look there first.
When you do RUN it, there will be a slight
pause while the machine language parts are
POKEd into the cassette buffer. Then the screen
should clear, and the words "Making Maze"
should appear. Because of the size of the maze,
the VIC needs almost a minute to draw it, so be
patient. When the maze is complete, a little musi-
cal announcement alerts you to begin playing.
Don't give up if you are eliminated on the first
round; it takes a while to get used to looking ahead
in the maze and planning your route.
If you don't want to type in the program, I
will make copies for the usual $3, a cassette, and
RAMAX
TM
by APROPOS
The UN LY MEMORY your VIC-20® will need
FEATURES
A full 27k bytes of RAM
(added to VICs 5k
equals 32k.)
• Fully switchable in sections
BLK1 switches 8k
(Adr. 81 92 to 16383)
BLK 2 switches 8k
(Adr. 16384 to 24575)
BLK 3 switches 8k
(Adr. 24576 to 32767)
BLK 5 allows/disallows your
8k ROM (games)
(Adr. 40960 to 491 52)
RAM switches 3k (Adr. 1 024 to 4095)
• May be used with Super Expander ^^
games or ANY other VIC-20
compatible cartridge.
• Built in RESET switch.
• Fuse protected.
• Totally self-contained.
• 2 duplicate extension connectors for any device
normally plugged into the expansion port.
(BLK 5 is switched to connectors)
• Very low power usage. (.1 50 amp max.)
• High reliability gold plated connectors.
• 6 month parts and labor warranty.
• Factory service. - Extended service always available.
THIS SUPERB PLUG-IN GIVES YOUR VIC-20
REAL POWER AND EXPANDABILITY
FOR ONLY $149100 shipping included
1 0 DAY SATISFACTION OR YOUR MONEY BACK GUARANTEE
WE ARE NOW OFFERING "RAMAX Jr." (1 9k),
which is identical to RAMAX in EVERY way, except the
top 8k (BLK 3) is not incorporated. Our introduction
price is $1 29.00, shipping included.
WE SERVICE WHAT WE SELL
TO ORDER:
Send Check or Money Order For the Total
Calif, residents add 6% tax.
Phone orders: CALL (805) 482-3604 24 HRS.
For credit card orders, include all information on card.
or contact your local dealer.
l|^2 Foreign orders, add $1 5.00. f^g^\
All items shipped from stock.
DEALER INQUIRIES WELCOME
SOFTWARE
DR. FLOYD
■APROPOS TECHNOLOGY,
Psychoanalysis by computer? — well, not quite, but Dr. Floyd will
carry on a conversation with you using psychoanalytic techniques
giving the appearance of artificial intelligence. Requires 16k RAM
or more.
$14.95 shipping included.
WORD PLAY
"WORDPLAY" is a collection of programs which allow the user to
make origi nat stones , write a fomi of J apanese poetry , play the fun
game of Animal (children love this one), and create jargon. A
bonus secret message (cypher) program is also included, in a
word, "WORDPLAY" is a bargain.
Requires 1 6k RAM or more.
$14.95 shipping included.
TYPE FOR YOUR LIFE
With more challenge than an arcade game, learn to type up to 75 +
words/min. (User selectable, but no FOOLING AROUND allowed).
TEXT IS WIDELY VARIED SINCE IT COMES FROM THE
PROGRAM TAPE. Action color graphics with sound fix your eyes
to the screen (away from your fingers - clever!) Your man rows
your boat up stream as fast as you can type. Maintain speed and
destroy the Sea Monster; slow down and he will get you. Runs on
the unexpanded VIC.
$14.95 shipping included.
All software is on high quality cassettes
and is replacement guaranteed.
VIC-20 & SUPER EXPANDER are registered
trademarks of Commodore Business Machines, Inc.
350 N. Lantana Ave,, Suite 821
CamarilIo,CA 93010
a postpaid mailer:
Doug Snioak
303 Heyward St.
Columbia. SC 29201
BEGINNING PROGRAMMERS
If you're new to computing, please read "How
To Type COMPUTE! 's Programs" and "A
Beginner's Guide To Typing In Programs."
Time Bomb
2 POKE56,24:POKE55,i03:GOSUB29
3 D=37154;P1=D-3:P2=D-2:DF=30720:V=36878
:S=V-4:M1=30:X=50:GOTO19
4 FORT=240TO208STEP-4 : POKES , T : FORTT=0TO3
0 : POKEV , TT/ 2 : NEXT : NEXTT : POKES , 0 : ME=793
2
5 POKEOM, 32 : POKEOM+DF, 10 : POKEME , Ml : POKEM
E-HDF,7:IFFTHEN40
6 K=Ki-l:ON-(K/2<>INT(K/2) )G0T08 : IFK>600T
HEN37
7 F0RT=1T02: POKEV, T*4:P0KES+1, 128+K/5:NE
XT:POKES+1,0
8 POKED, 127 :P=PEEK(P2)AND128:J0=-(P=0)
9 POKED, 255 :P = PEEK( PI) :Jl = '-( (PAND8)=0) :J
2='( (PAND16)=0) :J3^-( (PAND4)=0)
10 IFJ0THENG=1:M1=62:GOTO14
11 IFJ1THENC=22:M1=22:G0T014
12 IFJ"2THENC=-1:M1=60:GOTO14
13 1FJ3THENC=-22:M1=30
14 OM=ME:ME==ME+C:C=0
15 IFPEEK(ME) <> 32ANDPEEK ( ME ) <>42THElSrME=0
M
16 IFPEEK(ME)=42THENF=l:GOT05
17 ON-(ME>7921)GOT018:SYS887:ME=ME+22:GO
TO 5
18 ON- (ME <7944 ) G0T05 : SYS905 : ME=ME-2 2 : GOT
05
19 DIMA{3) :A(0)^ 2 : A( 1 )=-44 : A( 2 ) ==-2 : A( 3 )
=44:WL=209:HL=3 2:SC=6228:A9=6943
20 SYS861 :PRINT"lCLR} { DOWN} MAKING MAZE"
21 FORT=SC+21T07679STEP22:POKET, 32:NEXT:
F0RT=SCT0SC+2 1 : POKET ,32: NEXT
22 J=INT(RND(1)*4) :X3=J
23 B^A9+A(J)
24 1 FPEEK ( B ) =WLTHENPOKEB , J : P0KEA9+A ( J ) / 2
,HL:A9=B:GOT022
25 J=(J+1)*"(J<3) :IFJ<>X3THEN2 3
26 J=PEEK ( A9 ) : P0KEA9 , HL : I FJ < 4THENA9==A9-A
(J) :G0T022
27 TB=SC+INT(RND(0}*20)+220:ON-(PEEK(TB)
<>32)GOT027 :POKETB,42
28 SYS830:POKE828,204:POKE829,28:SYS923:
G0T04
29 FORI=830TO974 : READA: POKEI , A: NEXT : RETU
RN
30 DATA169,238, 141,15,144,169,0,133,251,
169,150,133,252,160,0,169,10,145,251,
200,208
31 DATA2 51, 230, 252, 165,252,201, 152,208, 2
41,96,169,84,133,251,169,24,13 3,252,1
60,0,169
32 DATA209, 145,251,200,208,251,230, 252,1
118 COMPUTE! July 1983
65,252,201,30,208
3 3 DATA241,96,173,60,3,56,233,22,176,3,2
06,61,3,141,60,3,56,176,19,234,173,60
,3,24,105
34 DATA22, 144, 3, 238, 61, 3, 141, 60, 3, 24, 144
,1,234,169,0,133,0,169,30,133,1,173,6
0,3,133
35 DATA254, 173,61, 3, 133, 255, 169,0, 133, 25
3,160,0,17 7,254,164,253,145,0, 132,253
,230,253
36 DATA234,208, 2, 230, 1,230, 254,208, 2,230
,255,169,32, 197, 1,208,227,96
37 POKEV, 15:FORT=255T0127STEP-2:POKES,T:
POKEV-9,255:FORG=1TO10:NEXT
38 POKEV-9 , 242 : F0RG=lT01 0 : NEXT : POKEV-9 , 2
40 :NEXT : POKEV-1 , 220 : FORG=15TO0STEP- , 0
5
3 9 POKEV , G : POKE Vi- 1 , G * 1 0 : NEXT : POKEV-1 , 0 : P
OKEV+1 , 238 : G0SUB42 : RUN
40 POKETB, 32 : POKEV-1 , 253 : FORG=30TO0STEP-
.15: POKEV , G/2 : NEXT ; X=X+50 : IFX> 449THEN
X=450
41 POKEV- 1,0: F=0 : K=X t R=R+1 : GOSUB42 : G0T02
7
42 PRINT "{ HOME] ROUND "R"{ LEFT) ": PRINT"
{down} PRESS F7 " : A$=" " :GETA$ :0N- ( A$ <>
" I F7 } " ) GOT042 : RETURN
UNDERLINE ^ SHIFT,
13= COMMODORE KEY,
I }= 'SPECIAL.
REFER TO LISTING CONVENTIONS ©
commodore
64^
DRTMRI
HOME FINANCE
MANAGER
3 NEW PROGRAMS
from SOFTWARE CONSULTANTS
ZWARK lOOVc machme language tor fast action artade styJe game. Ke/boafd or Joystick, i Qf 2
P ":vefs Exceilem spme qrapf^cs Si 9 95 Tape S?4 95 Disc
DATMAN Oata Base-Tg FteJds search, son. print reports & labeJs. even aeaie word pro W%
Neeas aisc drive witti 1525 E Prnter reconnmend Use W inventory, mailing lists, aciivffy !^sts, etc
Limited only by our imagmalion $59 95 Disk Only
HOME F«NANCE MANAGER Ducgeting, cneckBooK, keeps uack of 3 checking accounts many
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Mah e chttck or Moni«y ordor to;
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$9
VIC-20 COMPUTER
40-80 COLUMN BOARD
Now you can gel 40 or 80 Columns on your T.V. or monitor at one time! No more
running out of line space for programming and making columns. Just plug in this
board and you immediately convert your VIC 20 computer to 40 or 80 columns!
PLUS, you get a Word Processor, Mail Merge program, Electronic Spreadsheet (like
VISICALC) and Terminal Emulator! These PLUS programs require only 8K RAM
memory and comes in an attractive plastic case with instructions. List$149 Sale $99
•COMMODORE 64 COMPUTER — "80 COLUMN BOARD" LIST $275 SALE $179
I \SSe66^ $20 ddcce^^^o^ &^€i/icAa4^ Q)€6c€iu^ )
"iSDAYFHEETRlAV
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REVIEWS
Copy-Writer
Word
Processor
Louis F. Sander
Copy-Writer is a full-featured
program that merits the close
attention of any Apple, Commo-
dore 64, PET, or CBM owner
needing a word processor. It has
most of the useful features found
in other word processing sys-
temS/ plus several that are
unique. Copif-Writer is easy to
use, clearly documented, and
comes with a guarantee that
future enhancements, no matter
how extensive, will be offered to
registered users for a nominal
disk copying charge.
The developers of Copy-
Writer, the IDPC Co. of Philadel-
phia, originally wrote it in 1979.
Since then, it has been used by
professional programmers and
technical writers, and exten-
sively revised. It seems to be a
solid program with good features
and few bugs.
Since a detailed discussion
of software features can be con-
fusing to those who haven't used
similar programs, let's start our
review with something easy to
comprehend. Copy-Writer is
available for the PET/CBM with '
2040, 4040, 8050, or PEDISK II
drives; it supports all ROM vari-
ations and virtually any printer
from any manufacturer. The
program is also available for the
Apple II w^ith 3.2 or 3.3 disks, for
the Apple III, and for the Com-
modore 64 with 1541 or PEDISK
III drives. The version I have
worked with is for the PET/CBM
120 COMPUTE! July 1983
with PEDISK II drive, but the
other versions are identical to it
in all important respects.
A Special, Tailored
Program
The software consists of one
diskette and a small, but
thorough, manual. There are no
ROMs or other plug-in devices.
The diskette cannot be copied,
but that is not a problem - you
use it to create a machine lan-
guage program configured espe-
cially for your own ROMs, screen
size, keyboard, and printer, and
that program can be saved and
copied without limit. If you
change printers or upgrade your
computer, you load the master
diskette, answer eight simple
questions, and within a few
seconds you have a reconfig-
ured and copyable program in
memory.
The 44-page instruction
manual is remarkable for its clar-
ity and usefulness, as well as for
its brevity. In spite of nev^er
having learned to use a commer-
cial word processor before, I w^as
able to sit down with it and
quickly master most of its fea-
tures. The manual contains a
useful table of contents and a
well-thought-out index, both of
which are quite helpful in using
the program itself. It is written
for the reader who is familiar
with elementary computer oper-
ation, and who knows what he
wants his word processor to
accomplish.
Using Copy-Writer is excep-
tionally easy and straightfor-
ward. There is no need for sheets
of stick-on key labels, or for a
two-pound reference manual.
When the system comes up, a
"paper scale" appears at the
bottom of the screen; tab stops
are marked on it in reverse field.
The number of the text line at
the top of the screen and the
number of lines still available in
memory also appear down here,
as does a line for special com-
mands and error messages.
Editing Features
Routine typing and text editing
is done in the Edit Mode, in
w^hich the cursor moves freely
about the screen. The PET's
familiar cursor control keys are
used to move, insert, and delete
characters. The up arrow, left
arrow, HOME and RVS keys are
used for opening up lines,
moving words around, etc., and
it is very easy to remember which
key does what.
The STOP key puts the sys-
tem in the "Command Mode."
In that mode, the cursor jumps
to a special area at the bottom of
the screen and waits for your
instructions. There are about 30
of these, most having to do with
disk file handling, searching and
replacing text, and printing.
Copy-Write/ s authors have made
the commands very easy to re-
member: A means append a file,
D means down scroll, S means
save a file on disk, etc. For those
who haven't used the commands
enough to have memorized
them, they are listed in a table in
the index of the instruction man-
ual, which also notes the page
where the command is described
in detail.
The process of entering text
and moving it around is similar
to that in most good word pro-
cessors. Copy-Writer seems to
have all the necessary features
in this area, and most of the typ-
ical frills.
Copy-Writer has two separate
buffers for handling changes
and text movement. Buffer #1 is
used for moving entire para-
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SOFTWARE CITY CORPORATE HEADQUARTERS
1415 Queen Anne Road • TeanecK, N J 07666.
Commodore 64 Computer
over $300 Free Professional Software
when you buy a Commodore 64 computer
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word processing pack
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BOX 550. BARRINGTON, ILLINOIS 60010
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July19S3 COMPUIil 121
graphs from place to place and is
activ^atcd from Command Mode.
Buffer #2 is used in Edit Mode
and is ideally suited for moving
words and short phrases, al-
though it has a 1000-character
capacity. To use it, you place the
cursor on the first letter to be
saved, and press the shifted left
arrow key. Letter-bv-letter, text
is ''sucked" from the screen into
the buffer.
When you've picked up
everything you want to mo\'e,
you put the cursor wherever
you want it, and press the un-
shifted left arrow key, which
automatically inserts the buf-
fered text at that point. The text
remains in the buffer, so you can
insert it as many places as vou'd
like. This feature can save time
and keystrokes whenever the
same phrase is used repeatedly
in the text (as are the w^ords
"Cop\/-Writcr'' in this review).
You can put such a phrase in the
buffer and use one key to print it
out everv time it is used.
Another feature worthy of
note is the ability to input re-
peated characters, such as a
series of dashes, just by entering:
a special character, the character
to be repeated, and the number
of repeats desired. There is also
a graphics mode which allows
dot-by-dot control ov^er printers
having that capability. Neither
ot these features is a necessity,
but their presence is an indica-
tion of the authors' attention to
detail in making the program
useful.
Cofn/-Writer is extremely
powerful for formatting the
printed page. Format control is
done by special commands em-
bedded in the text, and there are
many to choose from. Once
again, the commands are easily
understood by themselves, al-
phabetically listed in the index,
and well-described in the man-
ual. AP means append a file,
LM sets the left margin, HD de-
fines a page heading, and so on
for over two dozen commands.
The power here is reall\^ impres-
sive- you can print things in
double columns (like this
magazine is printed), customize
page breaks (based on a variety
ol conditions), and on and on.
By using a special format
command, you can send indi-
vidual hex characters to vour
printer, for control of character
size, impact, or whatever fea-
tures the printer happens to
have. The capability is com-
pletely general, so if you know
what character code switches
your printer into Martian Hiero-
glyphic mode, you can put it
there whenever you want. This
is a very desirable feature and
it's one of many desirable fea-
tures available on this most im-
pressive product.
Copy- Writer
CGRS \4uivlech
P.O. Bo.x 102
Lui<^honiL\ PA 1904:
$145
FIVE POWERFUL SOFTWARE
DEVELOPMENT TOOLS
P/us t/w Smtiiig J^cw Hook
INSIDE THE COMMODORE 64"
THE BOOK
A complete clear explanation of machine
ianguage. Assembly language, Commodore 64
arcliitectufe, graphics, joystick and sound effect
programming. Detailed stepby-step guide to the
use of the development tools. How to combine
BASIC and machine language, make auto-start
cartridges, Interface with the internal ROM-
baaed programs of BASIC and the Kernal.
Sample programs fully explained.
THE TOOLS
Assembler/Edltor/Loader/Oecoder/Monltor
Full-featured Assembler allows use of labels,
comments and arithmetic expressions to create
machine language programs. Create, save,
modify Assembly language programs with the
Editor. Load and link machine language modules
with the Loader, Decode machine language back
into assembly language for study or input to the
Editor. Stngle-stap program execution with the
fwlonltor. Combines Assembler;Edltor for maxi-
mum ease of use.
ALL FOR $54-95 plus $2.00 postage and handling Add $5.00 for disk version.
S«nd check, M.O., VISA/MC (S2.00 SX.} or specify C.O.D. (add $3.00) to;
I
't^lLtri
^lLI^b
P.O. Box 207, Cannon Fatis, MN 55009
507-263-4821
Commodore 64'" is ^ regJliered TM of
Commodore Business Machines Int.
122 COMPUTE! July 1983
C'64 (^AIVIES
THIS IS YOUR
ADVERSARY
is/J
You've Hated Him For Years . .
Here's your chance to finally wipe
the smirk off his Happy Little Face.
BLAST BOUNCING
HAPPY FACES FROM THE
SKY WITH YOUR MISSILES!
Have A Nice Day 1
AN EXTREMELY SATISFYING ACTION
ARCADE GAME for tKe Commodore 64.
Features IncJude: 1 to 8 Ptayers. Joystick,
Keyboard or Paddle Controls. Machine Code.
Sprites and Music. Interludes and Bonus
Screeris, Increasing Difficulty
S39.95 on DISK p1ii« &2.00 Shlpplnc
^V3^ COLLISION! A 2-player. full color and
^ sound arcade. Increasing ditficuhy, joysticks.
S1S.95 t«p« or Sl9.es dl»k plui S2.00 chtpptni.
Dealer Inquiries Welcome
FROM Tapoipqic M
^^^ INC ^^=*=^
*'" P.O. Box 752
».*. BURLINGTON, lA 56201
319-754-5291
Commodore &* is a irademark o( CcrnmodDre Business
Machines. Inc
Mastertype
Tina Halcomb
Mastertifpe, by Bruce Zweig (Atari
version by Aric VVilm under),
makes learning touch-typing
fun.
As an educational program,
Master h/pc is impressive. It is
menu-driven and the lesson
plan begins with basic keyboard
and finger placement presenta-
tions. In the manual supplied
with Master type are illustrations
and diagrams which clearly show
proper finger placement. Your
skill builds from this point. You
begin to practice typing single
letters or simple three- to four-
letter words. Once you are com-
fortable with these, you move
on to longer words, numbers,
and symbols.
Each lesson can run in either
of two modes. The Beginner
mode displays single letters only,
and the Normal mode asks you
to type the complete word and
press the space bar.
You can even create your
own word lists to practice with
words that are related to your
occupation. After first booting
Mastertype, you will see this op-
tion offered, and you respond
by typing an "M" (make your
own lesson). Each word list con-
sists of 40 words ranging from
one to nine characters. You must
enter 40 words - there's no way
around it. If you make any errors
when entering the words, you
may edit them after you complete
the 40th word. Once satisfied
with your customized lesson,
you can name it and save it on
your disk.
In each lesson you control
the mode, the speed, and any
upper- and lowercase variations.
Battle Of Words
But what makes this a truly ef-
fective, pleasant learning experi-
ence is the game it becomes. You,
the Command Ship, are hovering
out in space. Look out! Four
enemy words have just appeared
in the corners of your computer
screen. They're sending satel-
lites, missiles, and atomic
meteors to destroy you. You are
not helpless, though. If you can
type the enemy words correctly,
you can eliminate them. You
won't destroy the enemy word
unless you fire your laser before
or just as the enemy word re-
leases its weapon.
Even when you need not be
particularly concerned with the
exact path of your laser, you
must type the word correctly
before the laser is released.
As soon as you successfully
defend your ship by destroying
all enemy words, you can see
your game score and typing
speed. You mav get so involved
in playing the game that you
won't even realize you're ac-
quiring a very useful skill.
Masterti/pe is available on
diskfora32KAtarior48K
Apple.
Mastertype
Li^htniu'^^ Soflivarc
P.O. Box 11725
Palo Alto. CA 94306
$39.95
COMPUTE!
TOLL FREE
Subscription
Order Line
800-334-0868
In NC 919-275-9809
THE
KriETie
SCREEfl'
for
programs
ATARI
ready to
move beyond?
m alien landscapes
DISK , 48K , 0 ' MACHINE DRAWN, USER
experience true
creativity!
$
29.
DISK 48K 0 ' MACHINE ORAWf?, USER CONTROLS
DRAWS ALIEN LANDSCAPES in 4 cols,
Gr7, EACH AN ORIGINAL. With save-
to -drsk, printout on 825, more. Use
saved files in your own proqrannmina
ENDLESSLY FASCINATING
m alien landscapes 2 29.
0ISK.40K.B,G' USER OPERATED
CREATE YOUR OWN ALIEN WORLDS
and save to disk. 9 cols in Gr. 10, with
color changer, other functions.
CLEAR PROMPTS TAKE YOU THROUGH
• paintpot 34.
DISK, 40K, B, J. P(OPT'L)-FULL USER FREEDOM
"I DID IT MYSELF': YOU are master of
the machine. Paint in your 4 cols in Gr.3,
5, or 7 with jstick ar>d /or paddles. With
save -to -disk, many more options.
FROM CHILD TO ADULT
• crayons 24.
DISK OR CASSETTE, 32K. B.J
LIKE PAINTPOT except no paddles or
save - to - disk . fewer options.
• designer 49*
DISK, 48K, B.G.J.P(OPTL!-FUU USER OPERA-
TION A FLEXIBLE TOOL FOR THE
TALENTED DESIGNER. Create in varied
styles with jstick and /or paddles with
9 cols in Gr.10, With save-lo-disk,
printout on 825. 20 functions, simple
one ' key cont rols . Full sam pie di sk si9,
SB-ECTA USE 9 OF 128 COLORS
ea. 14.
A FORMATTED BOOT N'RUN DISK FOR YOUR PRO-
GRAM STORAGE FILL-IN-VOUR-OWN-
FILES MENU OPERATION. Room for
26 listings. Run or load your programs
with easy two^stroke convenience. One
stroke utilities- timer, mach mem dump,
more. QUAN. DISCOUNTS AVAILABLE
• the kinetic screen 24.
DISK, 32K, B, J foM prog ■ MOSTLY MACH DRAWERS ui
A POTPOURRI of 10 ACTIVE PROGRW^ ^
Spirals, mandalas, moires, more -and a ^
skittish doodlebug ! KEEP YOUR SCREEN £
ACTIVE. SPECIAL! S21. through AUG g
• soon ior other ssrstems i
V intro special v I
deduct 10% througli ]ul 16 ;^
MO- RES. add S-625 pel lo total - Sorry! ^
• dealer inquiries inrelcome ^
• sendCHKorM.O, ^
payable to 3
JAMES A. IRELAND ^
SCO ^ 47th St, suite 608 ^
kX. mo, 64112 m
• w^riteorcall 816/756-3030 ^
ior NOT PROVIDED ■■ ^
info * B ATARI BASIC CART REQ U
ask G GTIA CHIP REQ g
lor J JOYSTICK ^
jim P PADDLE CONTROLLERS ^
K TOTAL RAM REQ S
ATARI% A TRADEMARK Of ATARI INC.
July 1983 COMPUTE! 123
m vennyDisks
Claim Jumper For Atari
Fred Pinhn
Synapse Software has produced
a number of high-quality game
packages in the past. In Claiii!
Jumper, the company has done
nothing to damage that reputa-
tion. Claim jumper is basically a
combination shoot-'em-up and
strategy game for one or two
players, 1 found it fascinating.
Two cowboys (brown and
pink) are controlled by the
players using joysticks. The cow-
boys act out their lives on a
playfield consisting of: (a) two
banks (one for each player); (h)
an assay office; (c) two hospitals;
(d) assorted other houses and
cacti. At intervals during the
game, a gold nugget will appear.
The object is to pick up the
nugget, take it to the assay office,
and exchange it for cash. The
cash must then be taken and
deposited in your bank "to buy
a house" (ten bills are needed).
House buying is completely im-
material to the game. The object
is solely to collect the ten bills.
While this all sounds easy,
it can be frustratingly difficult.
While performing these func-
tions, you must also dodge your
opponent's bullets w^hile avoid-
ing numerous obstacles. Al-
though diagonal movement is
the fastest, the cowboys can
shoot only when moving hori-
zontally or vertically.
The animation of the cow-
boys is relatively crude, but this
in no way detracts from the
game. If you shoot vour oppo-
nent, his hat comes off and he
drops whatever he is carrying
(gold or money). He is then
transported to one of the two
hospitals (chosen by moving the
joystick left or right). While in
the hospital, he cannot shoot.
After a very brief stay, however,
he recovers completely and can
re-enter the fray.
124 COMPUTE! July 1983
How They Get Your
Treasure
The real fun in the game, and
much of the strategy, involves
the obstacles. Specifically, watch
out for the notorious snakes and
tumbleweeds. Shortly after the
game starts, these objects start
to appear. The pink snakes chase
the brown cow-boy w^hile the
brown tumbleweeds stalk the
pinkcowpoke. If you touch the
opposite creature, you will be
paralyzed for two seconds and
drop whatever you are carrying.
This allows your opponent to
steal your treasure. After the
two seconds are up, you're fit
and ready to go as before. Merci-
fully, you will have a brief period
of immunitv which will allow
you to move away from your
pursuing tormentors. The crea-
ture g ra p h i cs a re v e ry w e 1 1
done.
How can you fight off these
unpleasant intrusions? One way
is to shoot things. Plugging them
with your trusty "shootin' ahrn"
will turn the creature into the
opposite type, which then
promptly goes off after your
opponent. How^ever, there is a
second tactic which adds consi-
derably to the game. This in-
volves dropping seeds or eggs.
To do so, you must stop and
then press your joystick button.
The brown cowl>oy drops
tumbleweed seeds. If a snake
eats a seed, it turns into a
tumblew^eed. Conversely, the
pink cowboy can drop snake
eggs. If a tumbleweed hits the
egg, it turns into a snake. A
maximum of six eggs and six
seeds can be on the screen at
any one time. If you drop a
seventh seed or egg, the oldest
one disappears.
As you can imagine. Claim
jumper gets quite hectic, in
addition to pursuing the gold,
shooting creatures and vour
opponent, and dropping eggs/
seeds, the cowboy must also
avoid other obstacles. If the
brown cowboy touches anything
pink or a cactus, he experiences
the two-second freeze. Pink ob-
stacles include a pink house, the
pink bank, one of the playfield
borders and, of course, snake
eggs. The opposite is true for the
pink cowboy.
It's more difficult to explain
this game than to plav it. The
nuances of the game are easily
learned, and built-in prompts
help during play. When vou
pick up the gold, a flashing arrow
indicates where to deposit it in
Cowboi/s, cacti, snakes, Western
buildings, ami drifting tund^leweeds sel
I he sceiic /(^/' C I a i m J u m per ,
the assay office. Similarly, once
you get the money, another
arrow indicates the correct bank.
Option Menus
There are also tw^o option menus
for game variations. The first
features the normal game and
two options: Buy Bullets and
Head Start. In Buy Bullets, you
no longer have an unlimited
supply of bullets. You start with
ten. When you run out, you
must take money to the bullet
store to buy ten more. Head
Start allows yc^u to start with
five bills already in the bank.
The second menu allows
you to select either the normal
game or a single-player game
with tw^-) levels of difficulty. In
the single-player game, you must
destroy all the snakes and
tumble weeds before you are
paralyzed for the third (and last)
time. The problem is that you
start with no bullets and thus
must buy some with your gold.
Again, you can buy only ten
bullets at a time.
Although 1 have high praise
for this game, 1 do have one gripe
inv^olving the scoring system.
The winner is the first player to
reach 25,000 points. You score
100 points for each snake or
tumbleweed that you convert.
But the first player to reach ten
bills then gets 20,000 points!
Somehow it doesn't seem fair.
Here you are in a close battle
with each player at about 6000
points and nine bills. Then your
opponent gets one more bill,
and you lose 26,000 to 6000! The
final score does not reflect the
intensity and closeness of such a
contest. There is an option to
conhnue the game until 50,000
which does help somewhat. A
better way might be to receive a
given number of points for each
bill deposited until the winner
reaches the target score.
Claim Jumper
Si/napse Software
5327 Jacuzzi St,
Suite 1
Ridwiomi. CA 94804
Requires 16K RAM
Disk/Cassette
$34.95 0
COMPUTE!
is looking for good
articles, tutorials,
and games for the
Sinclair/rimeK
Connnnodore 64,
and
Color Computer
• S,A.M. is the Software Automatic
Mouth, a speech synthesizer for Apple
and Atari computers made by Don't Ask.
S.A.M. uses your computer to simulate
the sounds of human speech. You use
S.A.M. to make your programs talk,
• 5. A. M . does it a 1 1 i n software. I rs a pro-
gram -the only one of its kind. This means
that S.A.M. has the power of a hardware
speech device without the high prica
• S.A.M. expands the power of your
machine. Adding speech is like adding
graphics - suddenly you can do things
you never considered before. Use S.A.M.
to write practical things: learning tools for
young children, business software with
spoken instructions, programs that tell
stories or read aloud. Write creative new
games with characters that converse or
opponents that crack jokes. S.A.M. is
great fun to use, because it's a new play-
ground for your ingenuity.
0 S.A.M. is for anyone who can write a
program, from the newest BASIC beginner
to the machine language master, tt's so
easy to use S.A.M. to make a program
talk, there's almost nothing to it.
9 S.A.M. is capable of endless variety.
You can control S.A.M.'s inflection,
change the pitch of S.A.M.'s voice and
the speed of S.A.M.'s speech. Use pho-
netic input to get perfect pronunciation; or
use RECITER, the excellent English text-
to-speech converter on the S.A.M. disk,
for highly reliable results with ordinary
English input.
With the new KNOBS feature you can
create a variety of different voices for
S.A.M. - not just higher or lower voices,
but ones that sound like different people
speaking. You design S.A.M.'s vocal
personalities.
Get your Apple or Atari a Software Auto-
matic Mouth, and discover the excite-
ment of computer speech.
2265 Westwood BL. Ste. B-1 50, Los Angeles,
CA 90064. Phone (213) 477-451 4
Deafer inquiries invited.
Atari owners: learn extra tncks and tech-
niques to make the most of S,A.MJ Ask (or
Educational Software's new SAM. Tutorial
(Tricky Tutorial #12),
. IHear S.A.M. at your favorite dealer. _
Or order d^ rect from Don't Ask. Add $2 .00 shippi ng to your check or money order Cal ifornia residents add
6% sales tax (6,5% in LA. County).
SA,M.for Apple ll-series computers includes 8-bit digital-to-analog converter and audio amplifier
on a card. Requires 48K, disk. (SAM. uses 9K; RECITER 6K. SA,M. can be loaded into a 16K
R AM . card) You will need a speaker. Suggested retail; S1 24.95. Look forsummer sale prices
now through September 1 5, 1 983.
S.A,M. for Atari computers uses yourt,v, speaker. No additional hardware required. Requires 32 K,
disk. (S A.M. uses 9K, RECITER 6K.) Cassette version coming soon, Suggested retail: $59.95. To
produce highest quality speech on Alari, SAM, is setup to blank the screen while speaking and
then restore display. You can make SAM, talk with screen on - speech quality is somewhat
reduced.
S.A.M. programmed by Mark Etarlon
APPLE i$ a trademark of APPLE COMPUTER, INC. ATARI is a trademark of ATARI INC.
July 1983 COMPUTE! 125
Courseware Report Card
And Educational Software
Directory
Sheila Cory
Just a couple of years ago, the
greatest concern of parents and
educators interested in the edu-
cational use of microcomputers
was which computer to buy from
the great variety available.
Hardware selection was a major
topic of discussion whenever the
subject of computers came up.
More and more, however, the
questions posed these days relate
to software selection. A number
of schools and homes already
have their computers and are
trying to determine the best use
of their machines.
Fortunately, some excellent
educational software is now on
the market. But parents and
educators need to sift through
an enormous amount of software
in order to find what's best for
their application. Educational
software directories and evalua-
tion journals have recently been
developed to cope with this prob-
lem. This review looks at two oi
them.
Courseware Report Card
Courseware Report Card provides
in-depth reviews and evalua-
tions of both elementary and
secondary software. Unlike
many software review journals,
it reviews software for more
than one computer: Apple, Atari,
PET/CBM, and TRS-80.
Selection of software to re-
view is based primarily on soft-
ware publishers' response to
requests for review copies. A
secondary source is software
made available by teachers, soft-
ware dealers, or educational
media centers. To be of value to
all people interested in educa-
tional computing, the journal
covers a cross-section of subject
126 COMPUTE! July 1983
area and grade level.
Most Courseioare Report Card
reviews are prepared by mem-
bers of the editorial staff, all of
whom are former teachers with
experience in curriculum evalua-
tion and design. A few of the
reviews are prepared by non-
staff members. These reviews
are signed, and the qualifications
of the reviewer are listed in the
introduction.
Graded In Six
Categories
The standard format of the re-
views makes it easy to find in-
formation. A box at the top of
the first page of each review
highlights subject area, grade
level, type of program (drill and
practice, tutorial, or game), sys-
tem requirements, price, and
publisher's name and address.
A box at the bottom of the page
gives a letter grade (A through
F) for performance, ease of use,
error handling, appropriateness,
documentation, and educational
value. These two boxes, plus a
short summary of the program,
provide all the information nec-
essary to decide whether or not
to read the entire review.
The reviews proper begin
with a description of the pro-
gram, explaining exactly what
the student sees as the program
progresses. Screen representa-
tions and photographs make it
easv to visualize what the text is
describing. The ''performance"
section of the ev^aluation explores
the overall quality of the pro-
gram. Errors of punctuation in
the text, problems with speed of
operation, and sound that can't
be turned off are examples of
comments made in this section.
Ease Of Use And
Error Handling
The "ease-of-use" comments
focus on standardization of com-
mands, use of menus in the pro-
gram, and other programming
possibilities that make the pro-
gram as easy as possible for the
user. How well a program ac-
cepts input from the keyboard is
among the criteria evaluated
under "error handling."
The value of the computer
over other modes of instruction
is addressed under "appropri-
ateness." The editors take a firm
position on the appropriateness
of drill and practice software by
having a policy of never award-
ing a grade higher than C to any
software designed for drill and
practice unless it is enhanced by
additional features, (This view is
not universally shared, but it is
constantly discussed,)
Documentation And
Educational Value
The paragraph of each review
covering documentation looks at
the books, pamphlets, and other
hard copy provided to supple-
ment the software, "Educational
value," perhaps the most impor-
tant of all of the evaluation com-
ponents, examines whether the
particular area covered by the
software has any real place in
the curriculum.
The evaluations included in
Courseware Report Card are well
written and complete. However,
you must keep in mind (as the
introduction to the journal states)
that much software evaluation is
subjective. There is room for
disagreement, and you should
make the decision of whether to
use software with your students
or your own children only after
looking at the software from
beginning to end yourself.
Apple, Atari, PET/CBM,
And TRS-80
This review of Courseware Report
Card is based on the first issue,
dated September 1982, Course-
Deluxe
COMSTAR F/T
PRINTER— $279.00
The Comstar is an excellent addition to any
micro-computer system. (Interfaces are
available tor Apple, VIG-20, Commodore-64,
Pel, Atari 400 and 800, and Hewlett Packard) At
only S279. the Comstar gives you print quality
and features found only on printers costing
twice as much. Compare these features.
• BI-DIRECTIONAL PRINTING with a LOGIC
SEEKING CARRIAGE CONTROL for higher
through-put in actual text printing. SO
characters per second.
• PRINTING VERSATILITY: standard 96 ASCII
character set plus block graphics and interna-
tional scripts. An EPROf^ character generator
includes up to 224 characters.
• INTERFACE FLEXIBILITY: Centronics is
standard. Options include EIA RS232C, 20mA
Current Loop. (Add $20,00 for RS232)
• LONG LIFE PRINT HEAD: 100 million
character life expectancy.
• THREE SELECTABLE CHARACTER
PITCHES: • 10, 12 or 16.5 characters per inch.
132 columms maximum. Double-width font also
is standard for each character pitch.
• THREE SELECTABLE LINE SPACINQS: 6, 6
or 12 lines per inch.
• PROGRAMMABLE LINE FEED: program-
mable length from 1/144 to 255/144 inches.
COMSTAR FfT
ABCDEFGHIJKLMN0FQRSTUVWKYZabcdef«9hi J klmnopqrstuvwMyz 1234567890
• VERTICAL FORMAT CONTROL: program-
mabie form length up to 127 lines, useful for
short or over*sized preprinted forms,
• FRICTION AND TRACTOR FEED: will accept
single sheet paper.
• 224 TOTAL CHARACTERS
• USES STANDARD SIZE PAPER
if you want more trv —
Premium Quality
COMSTAR F/T SUPER-10"
PRINTER- $329.00
More Features Than MX-80
For $250 Less
For S329.00 you Q^t a*' of ^^^ features of the
Comstar plus 10" carriage, 100 cps, 9 x 9 dot
matrix with double strike capability for 18 x 18
dotmatrlx. High resolution bit Image (120 x 144
dot matrix}, underlining, backspacing, 2.3K
buffer, left and right margin settings, true
lower descenders, with super and subscripts,
and prints standard, Italic, Block Graphics,
special characters, plus 2K of user definable
characters. For the ultimate In price per-
formance the Comstar F/T Super 10" leads the
pack!
80 COLUMN PRINTER $199
Super silent operation. 60 CPS, prints Hi-
resolution graphics and block graphics, ex-
panded character set, exceptionally clear
characters, fantastic print quality, uses inex-
pensive thermal roll paper!
Double
Immediate Replacement
Warranty
We have doubled the normal 90 day warranty
to 180 days. Therefore if your printer fails
within "180 days" from the date of purchase
you simply send your printer to us via United
Parcel Service, prepaid. We will IMMEDIATELY
send you a replacement printer at no charge
via United Parcel Sen/ice. prepaid. This warran-
ty, once again, proves that WE LOVE OUR
CUSTOMERS!
15 DAY FREE TRIAL
OTHER OPTIONS
Extra Ribbons , $ 5,95
Roll Paper Holder 32.95
Roll Paper..... 4.95
5000 Labels 19-95
1 too Sheets Fan Fold Paper. 13.95
Add $20.00 shipping, handling and insurance.
Illinois residents please add 6% tax. Add
$40.00 for CANADA. PUERTO RICO, HAWAII,
ALASKA orders. WE DO NOT EXPORT TO
OTHER COUNTRIES. Enclose cashiers check,
money order or persona! check. Allow 14 days
for delivery, 2 to ? days for phone orders, 1
day express mail avaiiablell Canada orders
must be in U.S. dollars.
ENTERPRIZES ('"^'^viou«cusTOMit.o
BOX 550. BARRINGTON, ILLINOIS 60010
Phono 312/3d2'5244 to ordor
SUPER-10" ABCDEI='C3H I aKI.MNaF>CaRS"rU\/M X V Z
ABCDEF6HI JKLHNaPQRSTU VUX Y Z123'4S&78<?0
ivare Report CardlElcnientary
evaluated 22 programs, includ-
ing 16 for the Apple, 11 for the
Atari, seven for the PET/CBM,
and seven for the TRS-80 (many
programs are designed to run on
more than one computer).
Courscwiuv Report Canil Secondary
also evaluated 22 programs - 18
for the Apple, eight for the Atari,
seven for the PET/CBM, and ten
for the TRS-80. Future editions
of the Courseware Report Card
promise to be quite interesting:
software publishers will have
opportunity to respond to re-
views, and teachers and ad-
ministrators will have a chance
to hear corroborating or dis-
senting opinions. A forum for
such a dialogue is a welcome
addition for people excited about
possibilities in educational
microcomputing.
Courseware Report Card
(five i$$ue$ per year)
Ediicatiofuil liisights, I tic.
150W,CarobSt,
Comptou, CA 90220
Elementary Edition S49,dO
Secondary Editio)! $49,50
both editions $95
single copies $12.50
Educational Software
Directory
The Educational Software Directory
is designed to help educators
determine exactly what software
is available in their subject area.
It can answer such questions as
"How can 1 use the computer
when teaching a poetry class?"
or 'Ts there any software avail-
able for the PET that teaches
grammar?" It tells what software
is available, but makes no at-
tempt to evaluate it.
The directory covers pro-
grams for grades kindergarten
through 12 and includes all
categories of educational soft-
ware (except programs intended
primarily for administrative pur-
poses). Software selected for
inclusion in the directory met a
set of criteria: the software had
to be usable for the grade level
for which it was intended, the
128 COMPUTl! July 1983
subject matter had to be appro-
priate to the learning environ-
ment and to the computer
medium itself, and the listing of
the software in the catalog hacd
to be clear and complete. No
software was actually examined
in the process of compiling the
directory; descriptions given in
software catalogs were used in-
stead.
Software listed in the direc-
tory includes general software
(encompassing more than one
subject), basic living skills, busi-
ness education, computer liter-
acy, courseware development
(teacher utilities), fine arts, for-
eign language, language arts,
library skills, math, science, and
social studies. Each entrv in the
directory contains the program
name, publisher's name, avail-
ability (which suppliers sell it),
release date, grade level,
hardware configuration re-
quired, storage medium (diskette
or cassette), the computer lan-
guage it's written in, price,
availability of the source code
(original program code), and a
description of the program.
The value of this book re-
sults from the ease with which
information can be found. Edu-
cational Software Directory is ex-
cellent. It has both a subject and
a title index and cover markings
to allow the user to locate a spe-
cific subject quickly. Addresses
and the policies of publishers
and distributors of educational
software are also listed, making
purchase of desired software
easy.
COMPUTEI
TOLL FREE
Subscription
Order Line
800-334-0868
In NC 919-275-9809
Educational Software Directory
Libraries Uiiiiuiitcd, Inc.
P.O. Box 263
Littleton XO 80160
$22.50 6
Legionnaite
For Atari
E. ]\ McMalion
Chris Crawford has created a
playable, fast, and enjoyable
war game called Legionnaire.
This game is sure to be compared
with his magnum opus, Eastern
Front, and, indeed, there are
some similarities. He has re-
tained the attractive features of
fine-scrolling across a detailed
map and the simple joystick
input command concept from
Eastern Front. But there are sig-
nificant differences. The most
striking difference is that Legion-
naire is realtime. That is, once
START is pressed, the enemy
launches its attack and does not
stop until the game is over.
Legionnaire is a simulation of
Roman-barbarian conflict during
Julius Caesar's campaigns in
Gaul. You define the scenario by
selecting one to ten legions to
command. Of the ten, two are
cavalry, Crassus and Labienus,
and the rest are infantry.
Caesar's legion, the Tenth, is the
strongest and steadiest.
After choosing the number
of legions you wish to command,
you must select the tribes of bar-
barians to be the enemy. The
barbarians come as infantry and
cavalr}^ and range from the inept
Aedui and sword-fodder Auscii
up to the very challenging Hel-
vetii and Huns. Once the order
of battle is definecl (by joystick),
each group of combatants is
placed on the map in (almost)
random locations.
The Barbarians Are
On The March
Before pressing START, you
move the hollow square cursor
over the map to locate the units
and inspect the terrain so you
can plan your strategy. Roman
units appear in an orange-pink
color, and the barbarians are
blue. Infantry is symbolized by
swords, cavalry by horse heads,
and Caesar's unit by an eagle.
As you move the cursor to the
edge of the screen, the map will
fine-scroll under the cursor to
show^ the entire 2y4 by 3^2 screen
map. Details on the map include
effectively visual elevation con-
tour lines and various forest
symbols.
Now push START. A drum-
beat signals that the barbarians
are on the march. They continue
to march and attack until they
are all eliminated or until Caesar
is destroyed. They march whether
or not you give orders to your
troops. It is in this sense that the
game is played in realtime.
Let's examine the differ-
ences from Eastern Front for a
moment. Legionnaire's continu-
ous action and ten units make it
a reasonably fast game (it takes
roughly between 2 to 15 minutes
to play). It is fast enough when
battle is joined to keep the inter-
est of an arcade-game aficionado,
but it also rewards good tactics
enough to give those of us with
slower reflexes a chance to win.
Good tactics lead to fewer com-
mand corrections or panic
moves.
While commanding your
units, you should be aware of
the effects of fatigue, slope,
forests, and the differences in
direct and flank attacks. Some
units tire easily when marching
or fighting and must rest to re-
cover strength. Some units break
up easily and should be backed
up and given a chance to reor-
ganize. Some are better at de-
fense than offense. All these
characteristics are spelled out in
the 20-page booklet that accom-
panies the game. The booklet
also has short sections on getting
started, Caesar's campaigns,
and helpful tactics.
lA\^ioufmirc
The Legion That Has
Trouble Standing Up
Crawford points out that the
traits of each tribe are fictitious
and are not meant to be his-
torically precise, but do offer
you a wide selection of game
scenarios. By the way, as you
choose more and more legions
to command, the added legions
are, generally, less and less cap-
able. On your tenth pick, you
get Sabinus, whose legion has
trouble standing up, let alone
fighting. Oh yes. For every
legion you pick, the enemy gets
two units: one infantry and one
cavalry. That can make things
interesting.
You might want to play
your first game against the Aedui
and Auscii to become familiar
with the mechanics of the game.
Count the loss of any of your
units against these tribes as a
devastating defeat, and aim for a
score in the 30s.
On the other hand, choose
the Huns as opponents only
when you want the ultimate
challenge, feel lucky, and want
to play for the least negative
score. It doesn't matter which
tribe you select for the enemy
infantry. The Huns will get to
you first and the game will be
over before the infantry arrives.
When I can reduce the Huns
from five to three units before
losing, I consider it a success.
The middle choices are fun.
One of the most enjoyable games
1 played was against the Senones
("average troops... neither ag-
gressive nor steady. . . unreliable
when attacked from the flanks
or the rear") and the Nervii
("most circumspect. . .generals
value preparation... do not re-
cover from combat shock easily").
The random placement was
favorable, and allowed me to
deploy my five units in good
order at the top of a hill and then
rest before the Nervii cavalry
arrived.
1 counterattacked their up-
hill charge and hit their flanks
with Crassus and Labienus. They
broke, and I eventually con-
quered them with the loss of
only one unit, but with perma-
nent reduction in strength to my
remaining units. By this time I
was on low ground, so I fell back
to the forests and allowed the
Senones to tire from marching.
They did ncU immediately
attack when they got close, but
stopped to rest to rebuild their
strength, so I had to attack before
they recovered too much. Since
the enemy was tired, I was able
to break their units away from
each other one by one and use
the speed of Caesar and the
cavalry to surround and then
reduce each unit. Without too
much fight left in any of my
units, I finally won.
Legionnaire is not the histori-
cal simulation that Eastern Front
is, but 1 think it will appeal to a
much broader audience because
the game is faster-paced, has
fewer units to control, and is,
therefore, a faster game. The
choice of scenarios makes the
game rich enough to hold your
interest and offers a variety of
skill levels. Legionnaire is an en-
tertaining, attractive game in
which thinking is more impor-
tant than fast reflexes.
Legionnaire comes on cas-
sette tape for the Atari 400 and
800, and requires at least 16K
RAM.
Legionnaire
Avalon Hill Game Co.
Mkrocompiiter Games Dizusion
4517 Harford Road
Baltimore, MD 21214
$35
July 1983 COMPUTE! 129
L};co Computer Marketing & Consultartts
TO ORDER
CALL US
TOLL FREE 800-233-8760
In PA 1-717-39a-4079
PERCOM DRIVE
SI NGLE DRIVE AT88 $359.00
ADD ON $289.00
SINGLE DRIVE 40S1 $479.00
ADD ON $329.00
DUAL DRIVE 40S2 $845.00
DUAL HEAD SINGLE DRIVE 44S1 ...$649.00
DUAL HEAD DUAL DRIVE 44S2 . . . .$989.00
HARD DISK DRIVES for
APPLE IBM-PC TRS80*
5 MAGABYTE DRIVE $1 099.75
10 MEGABYTE DRIVE $1399.75
15 MEGABYTE DRIVE $1799.75
20 MEGABYTE DRIVE $2275.75
•Add $30. OO for TRS-80 Drwes
MONITORS
NEC JB1260., S125.00
NEC JB1 201 $1 55.00
NECTC1201 ..... $315.00
AMDEK 300G ... $159.00
AMDEK COLOR i $269 00
INTERFACING AVAILABLE
APPLE DUMPLING GX $99.75
APPLE DUM RUNG 64 ... {1 6 Bufterl ... $1 79,75
MODEMS
ANCHOR MARK 1 ..
$79.00
ANCHOR MARK II..
$79. OO
HAYES SMART
$239 OO
HAYES MICRO H ..
. $309,00
CAT
. $144 00
J-CAT
$CALL$
ATARI
APPLE
VIC
EPSON
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CITOH
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......$79.00 ..
...$65.00
NEC
OK (DATA
,...$35.00 ,
.„. $35.00 .
$79.00
$79.00 ■"
...$65.00
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GEMINI
....$35.00.
$79.00 ...
...S65.00
SMITH CORONA.
....S35.00.
.... ..$79.00 •*■
..,$65.00
PRINTER ribbons!
PROWRITER $9.9!
InEC 2/$19.7*
(smith corona ,,.$8.5C
[EPSON .$10.9!
SAVE -PRINTERS
GEMINI 10. $319-00
PROWRITER $375.00
NEC8023A $429.00
OKIDATA 92. $489.00
OKI DATA 82 $399.00
OKIDATA 83 .,..,... $639.00
OKIDATA 84P . . $959.00
OKIDATA 93 $819.00
TRACTOR. .$49.75
PROWRITER 2P $699.00
GEMINI 15 $449.00
STARWRITER. .... .$1 269.00
PRI NTMASTER . . . . $1 589.00
SMITH C0R0NATP1 . . .$549.00
Ibuvnk diskettes
ELEPHANT
.$18.25
MAXELL MDI
.$32.75
MAXELL MDII .......
.$42.75
DISK CASE (holds 10^
$4.95
DISK CASE (holds 50) .
....$19,75
ROM CASE (holds tOJ .
....$19.75
CALL for PRICES on
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MICROMAINFRAME DRIVES
EDUCATIONAL
SOFTWARE
STATES & CAPITALS $12.75
EUROPEAN COUNTRIES $1 2.75
FRENCH $45.00
GERMAN $45.00
SPAN ISH $45.00
ALIEN ENCOUNTER $25.75
GULP $25.75
FRENZY $25.75
BATTLING BUGS $25.76
COMPU-MATH $23.75
COMPU'READ $23.75
ADDITION $1 4.95
ANALOGIES $1 4.95
LETS SPELL $14.95
MEMORY BUJLDER $14.95
MINICROSSWORD $1 4.95
NUMBER SERIES $14.95
PRESCHOOL lO BUILDER ..... .SI 4.95
READING COMP .$1 4.95
SAMMT the SEA SERPENT. . . . .$1 4.95
SPELLING BUILDER SI 4.95
STORY BUILDER ..$14.95
VOCABULARY ONE $14.95
VOCABULARY TWO $1 4.95
WORD SEARCH $1 4.95
PLAYER MISSILE $24.75
MATH for FUN $1 3.95
MUSIC LESSON ........$24.95
FIGURE FUN ...$24.95
COMPUTER
COVERS
800 .., $6.99
810 $6.99
400 S6.99
410. $6.99
TWA?AR^AHf^^?3^?
32KRAM $69.75
48KRAM $99.75
64KRAM $129.75
1 28K RAM DISK .... $399.75
80 Colum Screen
Board $279.75
400 KEY BOARD .... $89-75
TECHNICAL NOTES. . .$29.75
Lsfco Computer Marketing & Consultants
TO ORDER
CALL US
TOLL FREE 800-233-8760
In PA 1-717-398-4079
800 48K... $459.00
with purchase of Programmer $49.00
FREE CATALOG with over 60 manuf. for ATARI
ATARI HARDWARE
810 DISK DRIVE., $419 00]
410 RECORDER .,,,.., ..$75.00
1010 RECORDER . . . $75 Oo'
850 INTERFACE. $1 64.00
40016K S\99.75
4O0 64K $349.75
1 200 64K $CALL
1025 PRINTER $419,75
PACKAGES
CX482 EDUCATOR .$109.75
CX483 PROGRAMMER ...$51.75
CX488 COMMUNICATOR . $219 00
CX419 BOOKEePEB ....$164.75
KX7104 ENTERTAINER $63.75
De Re ATARI $19.75
SOFTWARE
QIX ..$31.75
CXL401 2 MISSILE COMMAND ..$25.75
CXL401 3 ASTEROID. - ..$25.75
CXL4020 CENTIPEDE $29.75
CXL4022 PACMAN $29.75
CXL40n STAR RAIDER $29.75
CXL4004 BASKETBALL ....$25.75
CXL4006 SUPER BREAKOUT $25.75
CXL4008 SPACE INVADER. .,...$25.75
CXS130 CAVERNS OF MARS $27.76
CXL4007 MUSIC COMPOSER $33,75
CXL4002 ATARI BASIC ...$45,75
CX8126 MICROSOFT $65.75
CXL4003 ASSEMBLER
EDITOR $45,75
BUSINESS SOFTWARE
VISICALC $1 59.75
LETTER PERFECT. $11 5.75
LETTER PERFECT (ROM) $149.75
DATA PERFECT. $99.75
TEXT WIZZARD S79.75
SEPLLWtZZARD ..$64.75
FILE MANAGER 800 f $69.75
HOME FILING MANAGER ...,..$41.75
BOOKKEEPER $119.75
C.R.I.S $199.75
ATARI WORD PRO .$109.75
TAX ADVANTAGE $35.75
HOME ACCOUNTANT $59.75
ATARI 810. $409.
ATARI
^M CX81 26 MACRO ASSEMBLER
..$69 75 ;
^H CX415 HOME FILING
^H MANAGER .
,.,S41 75
^M GALAXIAN
..$29.75
^M DEFENDER
..$29.75
^H
..$29.75
^H SPEED READING
..$53.75
^H ATARI WRITER.
.554.75
^M BOOKKEEPER...,.
.$102.75
^H CX401 8 PILOT HOME
. $54.75
^M ex 405 PI LOT E DUCATOR . . .
..$91.75
^^ CX404 WORD PROCESSING .
..$99.75
ENTERTAINMENT
SOFTWARE
MINER 2049er $32.75
2AXX0N ..$29.75
MONKEY WRENCH IL . . $52.75
CRISIS MOUNTAIN ..$25.95
WARLOCKS REVENGE ........ $25.95
CHOPLIFTER $22.75
TEMPLE OF ASPHI $26.75
STAR WARRIOR- $26. /6
INVASION ORION ,,...$19.75
KING ARTHUR'S HEIR $22.75
RESCUE AT RIGEL $22.75
PACIFIC COAST .$23.75
CANYON CLIMBER $23.75
CLOWNS & BALLOONS $23.75
MICRO PAINTER $23.75
SANDS OF EGYPT S23.75
APPLE PANIC .$21.75
SERPENTINE $25.75
STAR BLAZER $24.75
WIZARD A PRINCESS $22.75
FROGGER..... $22.75
CROSS FIRE ...... . $32.75
SAM SPEECH ................... $45.75
VOICE BOX II ....,$125.75
GORF (ROM) $29.75
WIZARD OF WAR ..$26.75
PREPPIE 2 ,..$19.75
STRATOS $23,75
SEA DRAGON $23.75
POOL 1.5 $24.75
POOL 400 .............. . .$28.75
SPEEDWAY BLAST $28.75
BAJA BUGGY $23.75
STAR BOWL
FOOTBALL $28.75
SUBMARINE COMMANDER . ...$34.75
JUMBO JET ...$34.75
KICKBACK $34.75
SOCCER $34.75
SHAMUS $22.75
SLIME .$22.75
NEW RELEASES
BANK STREET WRITER S49.75
JUMPMAN $26.75
PHAROAH'S CURSE $24.75
FORT APOCALYPSE . $24.75
ELIMINATOR SI 8,75
BOOK Of ATARI
SOFTWARE 1983
346 pages $1 6.75
JOYSTICKS
POINT MASTER ... SI 2.75
WICO
APPLE -VIC- ATARI -Tl
COMMAND CONTROL ...... $23.75
RED BALL $26.75
TRACK BALL . . $52,75
EXTENSION CORD $9.75
APPLE ADAPTOR $1 8.95
T.I, ADAPTOR $9.95
POLICY
In-Stock Items shipped withrn 24 hours of order PersonaJ
[checks require four weeks clearance before shippmg No
i deposit for COD orders PAresidentsaddsales taK All products
I subject lo avaHabiiitv and price change Advertised prices
show 4^'' discount offered for cash Add 4"< for Mastercard and
Visa
VIC 20 $CALL
VIC 64 SCALL
1 542 DISK DRIVE $339.75
1525 PRINTER $339.75
1530 DATASETTE. ....... .$69,75
1110 8K RAM S53.75
1211 SUPER EXPANDER ..S53. 75
1212 PROGRAMMERS AID .. $44.75
1213 VICMON $44.75
VIC 20 DUST COVER,... $6.99
VIC 64 OUST COVER.. S6-99
CASSETTE INTERFACE $29.75
6 SLOT EXPANSION SB9.75
3 SLOT EXPANSION $29.75
TO ORDER
CALL TOLL FREE
800-233-8760
|ln PA 1-71 7 398-4079
or $«nd order to
Lyco Computar
P.O. Box 5088
[Jersey Shore. PA 177401
How To Type COMPUTE!'s Programs
Many of the programs which are iisled in COMPUTE! contain
Special control characters (cursor control, color keys, inverse
video, etc.). To make it easy to tell exactly what to type when
entering one of these programs into your computer, we have
established the following listing conventions. There is a
separate key for each computer. Refer to the appropriate
tables when you come across an unusual syrnbol in a program
listing. If you are unsure how to actually enter a control
character, consult your computer's manuals.
Atari 400/800
Characters in inverse video will appear like: e]cii£iigkei«£ekegki:
Enter these characters with the Atari logo key, lA).
Hhwn ycxj mmm Type 3—
iCXEARl
ESC
SHIFT <
n
CI Bar ScrmwTt
CUP>
ESC
CTRL -
♦
Cursor Up
{DONN>
ESC
CTRL -
-^
£LEFT>
ESC
CTRL +
^
Cursor Left
<RIQHT>
ESC
CTRL «
-►
Cursor Ri ght
CBACK S}
ESC
DELETE
4
Backsp«c«
CDELETEJ
ESC
CTRL DELETE
U
Del4it« charActer
tlNSERT)
ESC
CTRL INSERT
U
Insert character
(DEL LINE}
ESC
SHIFT DELETE
a
Dttlcte line
CINS LlhCJ
ESC
SHIFT IhBERT
a
Insvrt line
CTABJ
ESC
TAB
►
TAB key
tCLR TAB>
ESC
CTRL TAB
Q
Cl«ar tab
CSET TAB>
ESC
SHIFT TAB
□
S«t tab stop
CBELL>
ESC
CTRL 2
□
Ring buzzmr
CESC>
ESC
esc
*,
ESC«p« k*y
Graphics characters, such as CTRL-T, the ball character • will
appear as the ''normal" letter enclosed in braces, e.g. tTJ.
A series of identical control characters, such as 10 spaces,
three cursor-lefts, or 20 CTRL-R's, will appear as 110
SPACES ^ ^ 3 LEFT), f 20 RJ, etc. If the character in braces is
in inverse video, that character or characters should be en-
tered with the Atari logo key. For example, t n J means to
enter a reverse-field heart with CTRL-comma, t 5© 1 means to
enter five inverse-video CTRL-U's.
Cominodore PET/CBMA^IC
Please refer to "A Beginner's Guide To Typing In Pro-
grams'* for an explanation of the changes in Commodore
listing conventions.
Generally, any PET/CBMA^IC program listings will contain
bracketed words which spell out any special characters;
t DOWN liwould mean to press the cursor-down key;
1 3DOWN J would mean to press the cursor-down key three
times.
To indicate that a key should be shifted (hold down the
SHIFT key while pressing the other key), the key would be
underlined in our listing. For example, S w^ould mean to
type the S key while holding the shift key. This w^ould result
in the "heart" graphics symbol appearing on your screen.
Some graphics characters are inaccessible from the keyboard
on CBM Business models (32N, 8032).
Sometimes in a program listing, especially within quoted
text when a line runs over into the next line, it is difficult to
tell where the first line ends. How many times should you
type the SPACE bar? In our convention, when a line breaks
in this way, the - symbol shows exactly where it broke.
All Commodore Machines
Clear Screen {CLEAR}
Home Cursor { HOME}
Cursor Up {UP}
Cursor Down { DOWN }
Cursor Rigtit {RIGHT}
132 COMPimi July 1983
Cursor Left
Insert Character
Delete Character
Reverse Field On
(LEFT}
{INST}
{DEL}
{RVS}
Function Two
IF2}
Function Three
{F3}
Function Four
{F4}
Function Five
{F5}
Function Six
{F6}
Function Seven
{F7}
Function Eight
{F8}
AnyNon-imple
mented
Function
fNIM}
VIC/CBM 64 Conventions
Set Color To Black {BLK}
Set Color To White {WHT}
Set Color To Red {RED}
Set Color To Cyan {CYN}
Set Color To Purple { PUR}
Set Color To Green {GRN}
Set Color To Blue {BLU}
Set Color To Yellow { YEL}
Function One {Fl}
To enter any color code, hold down CTRL and press the
appropriate color key. Use CTRL-9 for RVS on and CTRL-0
for RVS off.
8032/Faf 40 Conventions
SetWindowTop (SET TOP} Erase To Beginn ing { E R AS E B EG }
Set Window Bottom (SET BOT} Erase To End {ERASE END}
Scroll Up {SCR UP} Toggle Tab {TGL TAB)
Scroll Down { SCR DOWN} Tab {TAB}
InsertLine {INST LINE} EscapeKey {ESC}
DeJeteLine {DEL LINE}
When you sec an underlined character in a PET/CBM/VIC
program listing, you need to hold down ShUFT as you enter
it. Since the VIC-20 and Commodore 64 have fewer keys
than the PET/CBM, some graphics are grouped with other
keys and have to be entered by holding down the Commodore
key. If you see any of the symbols in the left column imder-
lined in a listing, hold down the Commodore key and enter
the symbol in the right column. Just use SHIFT to enter all
other underlined characters.
f
K
-*-
*
1
E
tt
I
t
PI
2
R
#
T
s
3
W
$
(fi
-
z
4
H
%
G
=
X
5
J
'
M
<
c
6
L
&
+
>
V
7
Y
\
—
f
D
8
U
f
F
/
F
9
I
7
B
*
N
(a
SHIFT*
(
£
+
Q
I
SHIFT +
)
SHIFTS
0
A
1
SHIFT-
Reverse Field OK { OFF)
Apple II /Apple il Plus
All programs are in Applesoft BASIC, unless otherwise
stated. Control characters are printed as the "normal" char-
acter enclosed in brackets, such as I D Ifor CTRL-D. Hold
down CTRL while pressing the control key. You will not see
the special character on the screen.
TRS-80 Color Computer
No special characters are used, other than lowercase. When
you see letters printed in inverse video (white on black),
press SHIFT'O to enter the characters, and then press SHlFT-0
again to return to normal uppercase typing.
Texas Instruments 99/4
No special control characters are used. Enter all programs
with the ALPHA lock on (in the down position). Release the
ALPHA lock to enter lowercase text,
TImex TS-1000, Sinclair ZX-81
Study your computer manual carefully to see how to enter
programs. Do not type in the letters for each command,
since your machine features single-keystroke entry of BASIC
commands. You may want to sw^itch to the FAST mode
(where the screen blanks) while entering programs, since
there will be less delay between lines. (If the blanking screen
bothers you, switch to the SLOW mode.)
AARDVARK - THE ADVENTURE PLACE
TRS-80 COLOR COMMODORE 64 VIC-20 SINCLAIR/TIMEX TI99
WE CARRY MORE THAN ADVENTURES!!
MAXi-PROS WORD PROCESS!NG ti^^
The easiest to use word processor that !
know of. Has al! the features of a major word
processor (right and left margin justification,
page numbering, global and line editing, single,
double, triple spacing, text centering, etc.) at
a very cheap price because we wrote it in
BASIC. Includes 40 page manual and learning
guide. Easily modified to handle almost any
printer combination. Available on disk or tap)e
for VIC20, COMMODORE64, and TRS-80
COLOR computer. Requires 13k RAM on
Vic, 16k EXTENDED on TRS-SO COLOR. ^
$19.95 on tape $24.95 on disk. ^^
GENERAL LEDGER - Complete bookkeep-
ing for a small business. Disk required. For
Vic20 {13k), Commodore64, TRS^O COLOR
(16k EXTENDED), $69.95 (Send $1.00 for
manual before ordering.)
^
m
\
'A
■^
[ J
u 'J
v
— .
y
V
X
N
LABYRJNTH - 16K EXTENDED COLOR
BASIC — With amazing 3D graphics, you fight
your way through a maze facing real time
monsters. The graphics are real enough to
cause claustrophobia.
Similar game for Ttmex/Srnclair 16k - hunting
treasure instead of monsters $14.95,
ADVENTURE WRITING/DEATHSHIP by
Rodger Oisen — This is a data sheet showing
how we do it. It is about 14 pages of detailed
instructions how to write your own adven-
tures. It contains the entire text of Deathship.
Data sheet - $3.95. NOTE: Owners of TI99,
TRS-80, TRS-80 Coior, and Vic 20 computers
can also get Deathship on tape for an addi-
tional $5.00.
Dealers— We have the best deal going for you.
Good discounts, exchange programs, and fac-
tory support. Send for Dealer Information.
Authors — Aardvark pays the highest commis-
sions in the industry and gives programs the
widest possible advertising coverage. Send a
Self Addressed Stamped Envelope for our
Au^ors Information Package.
ADVENTURES — Adventures are a unique
form of computer game. They )et you spend
30 to 70 hours exploring and conquering a
world you have never seen before. There is
little or no luck in Adventuring. The rewards
are for creative thinking, courage, and wise
gambling — not fast reflexes.
tn Adventuring, the computer speaks and
listens to plain English. No prior knowledge
of computers, special controls, or games is re*
quired so everyone enjoys them — even people
who do not like computers.
Except for Quest, itself unique among Ad-
venture games. Adventures are non-graphic.
Adventures are more like a novel than a comic
book or arcade game, ft is like reading a par-
ticular exciting book where you are the main
character.
All of the Adventures in this ad are in Basic.
They are fuf) featured, fully plotted adventures
that will take a minimum of thirty hours (in
several sittings) to play.
Adventuring requires 16k on Sinclair, TRS-
80, and TRS-80 Color. They require 8k on OS!
and 13k on VIC-20. Sinclair requires extended
BASIC. Now available for TI99.
PYRAMID by Rodger Olsen - This is one of
our toughest Adventures. Average time
through the Pyramid is 50 to 70 hours. The
old boys who built this Pyramid did not mean
for it to be ransacked by people like you.
Authors note to players — This is a very
entertaining and very tough adventure. I left
clues everywhere but came up with some in-
genous problems. This one has captivated
people so much that I get calls daily from as
far away as New Zealand and France from
bleary eyed people who are stuck in the
Pyramid and desperate for more clues.
MARS by Rodger Olsen - Your ship crashed-
on the Red Planet and you have to get home.
You will have to explore a Martian city, repair
your ship and deal with possibly hostile aliens
to get home again.
Authors note to players — This is highly
recommended as a first adventure. It is in no
way simple — playing time normally runs from
30 to 50 hours - but it is constructed in a
more "open" manner to let you try out ad-
venturing and get used to the game before
you hit the really tough problems.
TREK ADVENTURE by Bob Retelle - This
one takes place aboard a familiar starship and
is a must for trekkies. The problem is a famil-
iar one - The ship is in a "decaying orbit"
(the Captain never could learn to park!) and
the er>gines are out (You would think that in
all those years, they would have learned to
build some that didn't die once a week). Your
options are to start the engine, save the ship,
get off the ship, or die. Good Luck.
Authors note to players — I wrote this one
with a concordance in hand. It is very accurate
— and a Jot of fun. It was nice to wander
around the ship instead of watching it on T.V,
DERELICT by Rodger Olsen and Bob Ander-
son — For Wealth and- Glory, you have to ran-
sack a thousand year old space ship. You'll
have to learn to speak their language and
operate the machinery they left behind. The
hardest problem of all is tojive through it.
Authors note to players — This adventure
is the new winner in the "Toughest Adventure
at Aardvark Sweepstakes". Our most difficult
problem in writing the adventure was to keep
it logical and realistic. There are no irrational
traps and sudden senseless deaths in Derelict.
This ship was designed to be perfectly safe for
its' builders. It just happens to be deadly to
alien invaders like you.
Dungeons of Death - Just for the 16k TRS-
80 COLOR, this is the first D&D type game
good enough to qualify at Aardvark, This is
serious D&D that allows 1 to 6 players to go
on a Dragon Hunting, Monster Killing, Dun-
geon Exploring Ouest. Played on an on-screen
map, you get a choice of race and character
(Human, Dwarf, Soldier, Wizard, etc.), a
chance to grow from game to game, and a 15
page manual. At the normal price for an Ad-
venture ($14<95 tape, $19.95 disk), this is a
giveaway.
QUEST by Bob Retelle and Rodger Olsen -
THIS IS DIFFERENT FROM ALL THE
OTHER GAMES OF ADVENTURE!!!! It is
played on a computer generated map of
Alesia. You lead a small band of adventurers
on a mission to conquer the Citadel of Moor-
lock. You have to build an army and then arm
and feed them by combat, bargaining, explora-
tion of ruins and temples, and outright ban-
ditry. The game takes 2 to 5 hours to play
and IS different each time. The TRS*80 Color
version has nice visual effects and sound. Not
available on OSI. This is the most popular
game we have ever published.
32K TRS 80 COLOR Version $24.95.
Adds a second level with dungeons and
more Questing.
PRICE AND AVAILABILITY:
All adventures are $14.95 on tape. Disk
versions are available on VIC/COMMODORE
and TRS-80 Color for $2.00 additional. $2.00
shipping charge on each order.
Please specify system on all orders
ALSO FROM AARDVARK — This is only a partial list of what we carry. We have a lot of other games (parttcutarly for the
TRS-80 Color and OSU, business programs, blank tapes and disks and hardware. Send $1.00 for our complete catalog.
g, AARDVARK
2352 S. Commerce, Walled Lake, Ml 48088 / (31 3) 669-31 1 0
Phone Orders Accepted 8:00 a.m. to 4:00 p.m. EST. Mon.-Fri.
TRS-80 COLOR TIMEX/SINCLAIR COMMODORE 64
$2.00 shipping on each order
%
VIC-20
July 1983 COMPUTEI 133
A Beginner's Guide
To Typing In Programs
A Change In Commodore
Listing Conventions
Commodore owners may notice some slightly
unfamiliar characters in a few of the programs
this month. We're making a transition to new
listing conventions for Commodore machines
which should make typing in listings easier.
By next month, all listings will conform to
the new conventions. Most of the changes should
be fairly easily understood. Brackets still indicate
special characters, although a few labels have
been changed to make them more nearly match
their equivalent keys. For example, I CLEAR] has
been replaced with {CLR}. hi the old conventions,
underlining was used to indicate both shifted
characters and (for the VIC and 64) graphics char-
acters accessed with the Commodore logo key. In
the new conventions, underlining is used only to
indicate characters which should be typed while
holding down the SHIFT key.
A new set of brackets has been introduced to
indicate characters accessed with the Commodore
logo key. Whenever you see a character sur-
rounded by g3/ yoi-i should hold down the Com-
modore logo key and type the indicated key. For
example, the graphics ball character is represented
by iQi- As with the other brackets, a character
preceded by a number indicates how many times
you should type the specified character. For
example, §22 T3 means to hold down the Com-
modore key and type T twenty-two times.
BASIC Programs
Computers can he picky. Unlike the English lan-
guage, which is full of ambiguities, BASIC usually
has only one "right v^ay" of stating something.
Every letter, character, or number is significant.
Also, you must enter all punctuation such as
colons and commas just as they appear in the
magazine. Spacing can be important. To be safe,
type in the listings exactly as they appear.
Brackets And Special Characters
The exception to this typing rule is when you see
the curved bracket, such as "{DOWN}". Any-
thing within a set of brackets is a special character
or characters that cannot easily be listed on a print-
er. When you come across such a special state-
ment, refer to the appropriate key for your com-
puter. For example, if you have an Atari, refer to
the "Atari" section in "How to Type COMPUTEl's
Programs."
134 COMPUTE! July 1983
About DATA Statements
Some programs contain a section or sections of
DATA statements. These lines provide informa-
tion needed by the program. Some DATA state-
ments contain actual programs (called machine
language); others contain graphics codes. These
lines are especially sensitive to errors.
If a single number in any one DATA statement
is mistyped, your machine could "lock up," or
"crash." The keyboard, break key, and RESET (or
STOP) keys may all seem "dead," and the screen
may go blank. Don't panic ~ no damage is done.
To regain control, you have to turn off your com-
puter, then turn it back on. This will erase what-
ever program was in memory, so always SAVE a
copy of your program before you RUN it. If your
computer crashes, you can LOAD the program
and look for your mistake.
Sometimes a mistypeci DATA statement will
cause an error message when the program is RUN.
The error message may refer to the program line
that READs the data. The error is still in the DATA
statements, though.
Get To Know Your Machine
You should familiarize yourself with your com-
puter before attempting to type in a program.
Learn the statements you use to store and retrieve
programs from tape or disk. You'll want to save a
copy of your program, so that you won't have to
type it in every time you want to use it. Learn to
use your machine's editing functions. How do
you change a line if you made a mistake? You can
always retype the line, but you at least need to
know how to backspace. Do you know how to
enter inverse video, lowercase, and cc>ntrol char-
acters? It's all explained in your computer's
manuals.
A Quick Review
1) Type in the program a line at a time, in order.
Press RETURN or ENTER at the end of each line.
Use backspace or the back arrow to correct
mistakes.
2) Check the line you've typed against the line in
the magazine. You can check the entire program
again if you get an error when you RUN the
program.
3) Make sure you've entered statements in brac-
kets as the appropriate control key (see "How To
Type COMPUTE !'s Programs" elsewhere in the
magazine.)
Now the VIC 20 and 64 can
communicate with PET peripherais
^^^^ssssz^
?^&^^&--..,
■""-■-«
-^""^^Sii'siiiiii
VIC and 64 users
Would you like to be able to access any of these
peripherals from your computer?
1/3 megabyte disks (Commodore 4040 drive)
1 megabyte disks (Commodore 8050 drive)
1 0 megabyte disks (Commodore 9090 hard disk)
Printers including a wide range of inexpensive
IEEE and RS232 matrix and quality printers
IEEE instruments such as volt meters, plotters etc.
Now you are no longer limited by the VIC or the 64*s
serial bus. Simply by attaching INTERPODyou can
vastly increase the power of your VIC 20 and when
used with the new 64, INTERPOD turns the computer
into a really powerful system.
With INTERPOD the VIC and 64 become capable of
running really professional quality software such as
Word-processing, Accounting, Instrument control and
many more.
INTERPOD will work with any software. No extra
commands are required and INTERPOD does not
affect your computer in any way.
Using nVTERPOD is as easy as this:
Simply plug INTERPOD into the serial port of your
computer, power-up and you are ready to
communicate with any number of parallel and serial
IEEE devices and any RS232 printer.
INTERPOD costs #180
II4TIk»I><>I>
Limbic Systems Inc* 1056 El well Court, Palo Alio, CA 94303
On The Road With Fred D'Ignazio
Sesame Street
And Interactive TV
It was like Super TV. I was sitting in a folding
chair in the Grand Ballroom at the Hyatt Regency
Hotel in Tampa, Florida. In front of me was a
giant TV screen. Behind me was an audience
numbering in the hundreds. Nearby were all sorts
of mysterious high-technology devices. Writhing
across the floor, like rainbow-colored pythons
from a tropical rainforest, were dozens of cables.
The room darkened. The screen grew bright.
A big, blue, scruffy-looking creature appeared
on the screen. It was Cookie Monster. He was
wearing a chefs hat and munching a chocolate
chip cookie. Crumbs flew in all directions.
It wasn't TV after all. It was a new computer
game from the Children's Computer Workshop
(CCW). CCW is a new division of Children's
Television Workshop (CTW), the producers
oiScsmfie Street, Electric Compamf, 3-2-1 Contact
and other children's educational programs and
materials.
Last year CCW released its first four electron
learning disk packages:
Ernie's Quiz (For children 4 to 7)*
Instant Zoo (Ages 7 to 10)*
Spotlight (Ages 9 to 13)'^
Mix and Match (For the whole family)
Each package contains four programs that
run on a 48K Apple. The starred packages (*) re-
quire Integer BASIC. The unstarred package (Mix
and Match) requires Applesoft BASIC. Ernie's Quiz
and Spotliglit require paddles. All packages are
more effective if you have a color TV. The packages
each cost $49.95. For more information, contact
your local Apple dealer, or write:
Apjple Computer Company
20525 Mariaui Avenue
Cupertino, CA 95014
40SI996-W10
Cookie Monster Munch
Barbara Stewart, a project manager from CCW,
136 COMPUTE! Juiy19a3
had brought Cookie Monster to the Hyatt Regency
Hotel in Tampa. The occasion was the third
annual Florida Instructional Computing Confer-
ence, one of the largest regional educational
computing conferences in the country, held from
March 28-30.
Barbara was the conference's keynote
speaker. In her speech, she announced that CCW
was producing a new line of educational programs
for the Radio Shack Color Computer (16K) and for
the Atari 2600 VCS computer and game system.
CCW plans to develop each cluster of programs
on a particular machine and have the computer
manufacturer distribute them through its standard
outlets. Eventually, at least one set of CCW pack-
ages will be available for many of the bestselling
computers. In 1983, CCW will be producing 24
children's learning games. Half of the games will
be for classroom use, half for home use.
Cookie Monster Munch is typical of the new
Atari games. The game is a numerical maze game
for kids ages three to seven. It comes with a color-
ful booklet explaining how the game works. The
Table of Contents and other sections are all hand
printed, as if by Cookie himself. I like the ''Note
to Parents" at the beginning of the booklet- Also,
a symbol of a parent with his or her arm around
the shoulders of a child is used throughout the
booklet. The symbols are accompanied by sug-
gestions to increase and enrich parent-child inter-
actions with the computer and loith each other.
And how do the kids and their parents inter-
act with the computer? They use the new Atari
Kid's Controller. CCW worked with Atari to de-
velop the Controller. It's a large numerical keypad
with big buttons and is very sturdy. It plugs into
the left controller jack at the back of the Atari 2600
VCS and is an easy-to-use keyboard or joystick
for game play. Each CCW package contains a
colorful plastic overlay that fits atop the Kid's
Controller.
Complete Personal Accountant:
we've made the best
much more friendly.
If you have any doubts that we offer the best and
most complete personal financial package available,
look over the features listed below. Now we have
the only package with full screen editing for Atari
400/800f TRS-80 COLOR, Commodore 64* and
VIC-20; the ability to move the cursor in any direc-
tion makes our accountant-designed package ^^
even more friendly than before. No one else ^^^
offers all of these:
1. CHECKBOOK MAINTENANCE- .
automatically balances your checkbook A
with each entry; manages checks,
charges, deposits, and interest quick- a
ly and accurately. ^
2, CHART OF ACCOUNTS-
maximum of user flexibilty with
up to 99 accounts plus 9 sub-
categories may be defined.
3,CHECKSEARCH-muh
ti-reference; tracks items
on every field including
tax deductibles.
4. NET WORTH/
INCOME/EXPENSE '
STATEMENT-
know-exactly-
where-you-stand ^
program generates
statements with the ^
touch of a key. ^^
5. DETAIL & SUMMARY ^
BUDGET ANALYSIS-an
absolute necessity in financial
planning. ^
6. CHECK WRITER-prints
personalized checks?*
7. PAYMENTS/APPOINTMENTS CALENDAR-
monthly displays of up to 250 bills and 200
appointments.
8. COLOR GRAPH DESIGN PACKAGE -graphs
all monthly files.
9. MAILING LIST— maintains all records, sorts by
name or zip, allows add/change/delete.
10. FRIENDLY USER MANUAL-complete
with indexing, flow charts and diagrams; the
L most thorough documentation on the
^ market.
. This all adds up to the finest personal
k. financial system available— compre-
hensive enough for a small business,
k Less than one hour of data input
■^ per montft will allow this menu-
driven package to help you
^ handle your finances with a
lot more fun than drudgery.
Plus, ours is the only
^ expandable system; pur-
chase the package in
sections and add on
^ as your financial
^ needs grow. Fea-
tures 1,2, 3 and 6:
^ $39.95 diskette,
$36.95 cassette; Fea-
tures 4 and 5: $29.95
diskette, $26.95 cassette;
Features 7, 8 and 9: $29.95
diskette, $26.95 cassette; or
save $19.90 or S15,90
respectively by buying the
entire system for S79.95 dis-
kette, S74.95 cassette.
It notice. See your Jocal dealer or order direct. New catalog avaMabte.
Add S 3.00 tor postage and handling. Credit card orders call toll free:
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Cookie Monster's Munch for the Atari
Cookie Monster Munch is a maze game, so the
child has to make characters in the game move up
and down, left and right, through the maze. Ac-
cordingly, the overlay has a big picture of Cookie
Monster and designates buttons (hidden under-
neath the overlay) as movement buttons with big
arrov^s for all four directions. It's so easy to use
that even toddlers with small hands and adults
with keyboard phobia will be able to play.
Another nice feature of the games is the Read
Aloud Story in the beginning of each booklet.
With personal computer graphics (especially VCS
graphics) still at a relatively primitive level, the
images of the Sesame Street characters, like Cookie
Monster, are nowhere near as nice looking as
they are on TV. But the story helps remedy this
problem. It engages tlie child's ami the parent's imagi-
nation, and it gives the simple lookiiig gatiie on the TV
display meaning and depth.
Cookie Monster discovers a chocolate chip
cookie garden. He begins running around the
garden picking up cookies. He takes the cookies
and puts them in his cookie jar. Cookie's inten-
tions are sensible, but he can't resist eating the
cookies before he makes it to the jar. A little kid
appears - the Cookie Kid. Cookie Kid tries to col-
lect the cookies and put them in the jar before
Cookie can eat them.
The paths in the cookie garden are like a maze.
There are ten different game levels and mazes.
The easier games are one-person games. The
harder games are one- and two-person games.
Like the Sesame Street TV program, the games
are designed as entertaining ways to teach kids
prereading skills. The kids get to move Cookie
Monster or the Cookie Kid through the mazelike
138 COMPUTE! July 1983
cookie garden. Tracing the maze pattern while
remaining within its borders helps kids practice
the hand-eye coordination they'll need for begin*
ning reading and writing. Also they learn to follow
directional arrows and become familiar with the
relational concepts of up, down, left, and right.
Peanut Butter Panic
Here are some other new CCW games:
• Ernie's Magic Shapes. This is a home game
for kids ages three to six that runs on the TRS-80
(16K) Color Computer, Kids help Ernie zap geo-
metric shapes and use them to build colorful
figures. The games help kids develop classification
skills including matching shapes, recognizing
embedded figures, structuring parts of an object
into a meaningful whole, and discriminating be-
tween similar and different shapes.
Ernie's Magic Shapes on T RSI SO Color Computer 16K.
• Grover's Number Rover, This is a home game
for kids ages three to six that runs on the (16K)
Color Computer. Grover floats across the top of
the screen in his Number Rover. The child helps
Grover find the answer to his arithmetic problem.
When the child discovers the number that solves
Grover's problem, Grover picks up that number
of Twiddlebugs, This is a humorous part of the
game. The Twiddlebugs are upside down.
Grover's Number Rover oh TRS/SO Color Computer 16K.
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• Taxi. This is a home game for kids ages
seven and up that runs on the 16K Color Com-
puter. This is a junior adventure game. Kids get
to operate a two-cab company in any one of six
cities around the world. They pick up passengers,
deliver them to their destinations, and earn fares
and tips. The game encourages visual problem-
solving in a cooperative environment.
Screen from Taxi ^\^ame on TRS/SO Color Cowpiifer 16K.
• Peanut Butter Panic, This is another funny
game. It is a home game for kids seven and up
that runs on the 16K Color Computer. Two little
nutniks try to catch stars that zip by above them
in the sky. Kids control the nutniks and launch
them from a platform that resembles a giant
seesaw. The nutniks can jump up and down on
their own, or two kids can launch them from the
seesaw.
When the nutniks jump up and down they
lose weight and get real skinny. When they get
skinny, they can't jump as high. To get fat again
they have to eat peanut butter sandwiches. They
build a peanut butter sandwich by catching stars.
They have to watch out for mean snarfs who swoop
down out of the sky and steal their sandwiches.
The primary objective of this delightful game
is teamwork and cooperation.
• Picture Place. This school game is for kids
ages five and up. (1 think that it is a good game
for preschoolers, too.)
Kids get to choose a picture from a library of
six background scenes, including a city and a
countryside. At the bottom of the screen are word
boxes with words inside like dragon, car, bicycle,
family, and castle. Kids choose a word by moving
a joystick and positioning a big "cursor box'' so
that it overlaps with one of the word boxes. They
pick up the word box and move it up the screen
and position it on the background scene. Then,
when they press the RETURN button, the word
transforms into a picture. For example, the word
"dragon" becomes a picture of a dragon, set in
the world pictured in the background scene.
CCW's Values And Goals
Barbara Stewart thinks that personal computers
will evolve into "interactive TV," She wants to
create programs for TV that will accomplish the
same goals as the Sesame Street programs on regu-
lar TV. The programs will focus primarily on de-
veloping math and reading readiness skills. But
thev will also stress certain fundamental Sesame
Mm
1^
1^
ujomori
:=J hi e s^ p
O
the
hou^e
f^nc^
end
Screen froui Peanut Butter Panic o/j TRS/80 Color
Computer J6K.
140 COMPUTE! July 1983
Screen from Picture Place on TRS/SO Color Computer 32K,
Street values, including teamwork, cooperation,
and nonsexist, nonviolent, pro-social plav.
The programs are to be appropriate to their
target age group and appealing to both girls and
boys. They should meet educational goals for
children of each age group and development level.
They should be easy to understand, easy to play,
and nonjudgmental. They should not frustrate
children. Instead, they should encourage a child
to grow and improve his or her self-image.
If these games prove to be as thoughtfully
and as creatively executed as Sesame Street itself,
children (and parents) everywhere can look
forward to exceptionally rewarding educational
experiences via "interactive television." ©
COMMODORE
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EDUCATIONAL
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646 Pacacuda 19.95
644 Type Tutor 19.95
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650 Logger 19.95
645 Assembly Language
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651 Ape Craze 19.95
Tutor 14.95
HS Chemistry (40 programs) S450
652 Centropod 19.95
687 Fractional Parts 14.95
HS Physics (60 programs) $475
653 Escape 19.95
902 Estimating Fractions 14.95
HS SAT Drill (60 programs) 899.
641 Monopoly 19.95
695 Tutor Math 14.95
Elem. Social Studies (18 pr.) $225
642 Adventure #1 19.95
870 Square Root Trainer 14.95
Elem. Science (18 programs) $225
648 Galactic Encounter 9.
699 Counting Shapes 14.95
Elem. Library Science (12 pr.) S170
667 Yahtzee 14.95
694 Money Addition 14.95
Librarians Package (4 utilities) $110
671 Robot Blast 14.95
689 Math Dice 14.95
3rd Grade Reading (20 lessons) $99.
673 Moon Lander 14.95
678 Speed Read 14.95
4th Grade Reading (20 lessons) S99.
676 Othello 14.95
643 Maps and Capitals 19.95
5th Grade Reading (20 lessons) $99.
686 Horserace-64 14.95
645 Sprite Editor 19.95
6th Grade Reading (20 lessons) $99.
692 Snake 14.95
904 Sound Synthesizer Tutor 19.
Spanish Teaching (12 lessons) $95.
697 Football 14.95
696 Diagramming
PARTS OF SPEECH (9 lessons) $95.
819 Backgammon 24.95
Sentences 14.95
822 Space Raider 19.95
690 More/Less 14.95
BUSINESS
846 Annihilator 19.95
688 Batting AVERAGES 14.95
842 Zwark 19.95
802 TicTacMath 16.95
(all on disk)
845 Grave Robbers 13.95
904 Balancing Equations 14.95
WORD PRO 3+ 95.00
841 Pirate Inn Adv. 22.95
905 Missing Letter 14.95
DATAMAN-64 data base program. 49.95
904 Shooting Gallery 14.95
864 Gradebook 15.
PERSONAL FILING SYSTEM
816 Dog Fight 19.95
810 French 1-4 80.
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817 iVlouse Maze 19.95
811 Spanish 1-4 80.
HOME FINANCE 19.95
818 Ski Run 22.
807 English Invaders 16.95
CYBER FARMER $195.
820 Metro 22.
809 Munchword 16.95
GA 1600 Accounting System 395.
823 Sub Warfare 29.
812 Puss IN Boot 20.
PERSONAL TAX 80.
838 Retroball 39.95
813 Word Factory 20.
ACCOUNTS RECEIVABLE 22.
(cartridge)
660 Hang-Spell 14.95
New York State Payroll 89.
839 Gridrunner 39.95
905 Division Drill 14.95
MAILING LIST 24.
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906 Multiplic. Drill 14.95
Manufacturing Inventory 59.
825 Minefield 13.
907 Addition Drill 14.95
Stock Market Package 39.
672 Dragster 14.95
908 Subtraction Drill 14.95
Finance 16.95
662 Oregon Trail 14.95
910 Simon Says 14.95
679 3'DTicTacToe 14.95
911 Adding Fractions 14.95
655 Castle Advent. 14.95
912 Punctuation 14.95
ORDERING BLANK
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To: American Peripherals
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FRIENDS OF THE TURTLE
David D Thornburg, Assocote Editor
PILOT And Logo ^ A Tale Of Two
Languages
PILOT and Logo are two of the most popular user-
friendly computer languages available for personal
computers. Because Atari PILOT and Apple
Super PI LOT both contain a powerful turtle
graphics environment, manv people wonder if
PILOT might not be a substitute for Logo.
As I will show, Logo and PILOT are quite
different languages. Although thev can be used
for many of the same applications, each language
has special features that make it more appropriate
for some applications than for others. The goal of
this article is to provide enough information about
both languages to aid someone who is trying to
decide which to use, ! will assume that vou are
already familiar with turtle graphics.
PILOT
PILOT stands for Programmed Inquiry, Learning
Or Teaching. It was so named by its developer,
John Starkweather, because he wanted to create a
programming language tl^at easily allowed
teachers to generate computer-aided instructional
materials. Research in the late 1960s by Dean
Brown showed that PILOT was also a good pro-
gramming language for children.
The key to PILOT'S appeal is its simple com-
mand structure and powerful ability to manipulate
text-oriented material. At its core, PILOT has onlv
eight commands, yet these eight commands allow
the creation of quite sophisticated programs. The
core commands for PILOT are shown below^:
PILOT
Command Function
T: Vypes k'xt and variables on the screen.
A: /\cccpts input from the keybuard.
M: Matches words or phrases against the result ot the
most recent accept com mtind.
J: /mnps execution tcKi label.
U: t /ses a la be I ed p rticed u re ,
C : Co m p u t es I he \ a 1 Lie o f a va r i a bl e .
R: a 1 1 o \vs K e m a r ks to be add ed to a p roced u re .
E : En d s a p rog ra m or p roced u re .
142 COMPUTE! July 1983
Notice that none of these commands has
anything to do with graphics. The incorporation
of turtle graphics in PILOT is a fairly recent event.
Also, most versions of PILOT have additional text
manipulation commands that add significantly to
its power.
Core PILO Ts most powerful command is
M:, the match command. To see why this com-
mand is so powerful, consider the following
PILOT procedure:
^QUESTION!
T: WHAT GROWS ON TREES?
A:
M: MOSS, LEAVES, BUGS, INSECTS, NEEDLES
TY: YOU ARE CORRECT
TN: ARE YOU SURE? LET'S TRY AGAIN.
JN: "^QUESTION!
E:
This PILOT procedure works in the following
way. First, a c]uestion is typed on the screen. The
user then types a response that is saved in the
"accept buffer." The match command then checks
to see if any of the words, MOSS, LEAVES, etc.,
appear anywhere in this buffer. If there is a match,
a ''yes flag" (Y) is set to be true and a "no flag"
(N) is set to be false. The execution of any PILOT
command can be made conditional on the status
of these flags by entering Y or N after the command
name. For example, the command TY: will print
on the screen only if the yes flag is true. The JN:
command causes the procedure to be used over
again if the Liser's response is not matched.
As a result of PILOT'S ability to manipulate
words ancH phrases, many of the early uses of
PILOT by chiklren involved the creation of word
games and "poetry generators."
What About PILOT Graphics?
As mentioned, graphics is a recent addition to
PILOT. Turtle graphics is incorporated through
the use of special ctMnmands. In Atari PILOT, for
example, this conniiand is GR: followed by specific
graphics instructions. The fundamental graphics
commands allow the turtle to be moved in its pre-
sent heading or to have its heading changed.
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a division of fUtUT^koJlii
P.O. box 3470, dept. C, chapel hill, north carohna 27514, 919-967-0861
Here's a list of the more commonly used Atari
PILOT graphics commands:
PILOT
Command
Function
GR: DRAW x Draws a line of length x in the pruseiit
heading.
GR: TURNx Rotates the turtle bvx degrees.
GR: PEN UP Raises the turtle's pen .
GR: PEN YELLOW Sets the pen color tti yellow and sets
the pen down.
GR: GOTO x, y Moves ihe turtle to absolute coordinates
x,y.
GR:TURNTOx Rotates the turtle to absolute orientation
of X degrees measured to the right vi
straight up.
These commands (and several others) allow
the creation of procedures that draw complete
figures. For example, the PILOT procedure sliown
below draws a square 50 units on a side:
^SQUARE
GR: 4(DRAW 50 ; TURN 90)
E:
To use this procedure, one would type:
U: *SQUARE
Logo
Logo is a computer Language that was designed
by Seymour Paper t to be an easy, yet powerful
tool w^hich would let children use the computer to
explore topics on their own. While designed to be
used by children, Logo is a user-friendlv version
of the tremendously powerful language, LISP.
Since LISP is the language of choice for many
researchers in the field of artificial intelligence,
clearly Logo is a programming language for adults
as well.
The key to Logo's appeal is its simple sv^ntax
(compared with LISP) and its ability to manipulate
data structures called lists, A list is a collection of
words, Logo commands, numbers, or other lists,
Logo allows lists to be constructed, modified,
examined, reordered, and (if the list consists of
Logo procedures or primitive commands) execu-
ted. Here are some core Logo commands w^hich
are comparable to the core PILOT commands:
Logo
Command Function
PRINT Prints a list of text on the screen.
READLIST Reads a list from the keyboard.
M E M B E RP A pre d i ca t e t h a t ni a tch es a wo rd aga i n s 1 1 h e
elements of a list.
MAKE Assigns (or "binds") a number, ward, or list
to a variable named by a word.
END Ends a procedure.
FIRST Returns the first element of a list.
BUTFIRST Returns ail but the first element of a list.
LAST Returns the last element of a list.
BUTLAST Returns ail but the last element of a list.
Notice that none of these commands has any-
thing to do wath graphics. Turtle graphics was
144 COMPUH! July 1983
incorporated into Logo after the language had been
in use for a while. The list of Logo primitives shown
above is quite incomplete, but it allows us to build
a procedure comparable to the QUESTION! pro-
cedure we wrote in PILOT:
TOQUESTIONl
PRINT IWHAT GROWS ON TREES?]
MAKE "ANSWER READLIST
TEST MEMBERP FIRST :ANSWER [MOSS
LEAVES BUGS INSECTS NEEDLES]
IFTRUE [PRINT [YOU ARE CORRECT!!
IFFALSE IPRINT lARE YOU SURE? LET's
TRY AGAIN]
QUESTIONl]
END
This procedure performs a function similar to
that of the PILOT procedure except that it only
looks to see if the first word on the answer is con-
tained in the answer list. The commands following
the words IFTRUE are executed only if the result
of TEST is true. If the result is false, the commands
following IFFALSE are executed instead. Notice
that a Logo procedure is treated just as if it were a
Logo primitive. To execute the procedure QUES-
TIONL you merely type its name.
As with PILOT, many of the early uses of
Logo by children involved the creation of word
games and poetry.
What About Logo Graphics?
A list ot the more common Logo turtle graphics
commands is shown below:
Logo
Command Function
FORWARD X Dnnvs a line of length x in the present
iieading,
RIGHT X Rotates the turtle bv x degrees.
PENUP Raises the turtle's pen.
PEN DOWN Sets the pen down.
S ETPO S X y Maw s t h e tin- 1 i e to a bst^l u te coord i n a tes x , y .
SETHEADING x Rotates the turtle to absolute orientation
of X degrees measured to the right oi
straight up.
These commands (and several others such as
BACK and LEFT) allow the creation of procedures
that draw complete figures. For example, the fol-
lowing procedure draws a square of any size:
TO SQUARE :SIZE
REPEAT 4 [FORWARD :S!ZE RIGHT 90]
END
To use this procedure to draw a square 50 units
on a side, one would enter:
SQUARE 50
Differences Between Logo And PILOT
The previous sections have suggested that PILOT
and Logo are similar in application areas and syn-
tax. In fact, there are some major differences be-
tween the languages that may cause one to be
clearly the language of choice for a particular task.
For example, PILOT makes it very easy to create
programs in which the contents of variables are
printed along Hith text. Also, the match command
will compare each element of a list with the entire
response. In Logo, you would have to write a
procedure to do this.
Another important feature of PILOT is its
compactness. Most Logo implementations require
large amounts of RAiVI. Most (but not all) versions
of PILOT will operate in 16K of RAM with plenty
of space left for the user's program.
In terms of overall symbol manipulation,
Logo is the more powerful of the two languages.
The ability to write programs that generate other
programs is of great utility when constructing
environments that "learn from experience." The
fact that user-defined procedures are treated
exactly as if they were Logo primitives gi\es Logo
a feature called extensibility. This means that you
can add new words to Logo's vocabulary (as we
did with QUESTIONl and SQUARE). There is no
need in Logo for the jump or use commands. To
execute a procedure, you just type its name.
Logo also supports local variables. This means
that the value associated with a variable is assigned
to the specific procedure (and level) in which it is
used. This allows you to write procedures that
use themselves recursively. For more information
on this topic, you might want to read the "Friends
of the Turtle" columns on recursion that appeared
a few months back.
Logo's turtle graphics commands are,
perhaps, easier to grasp than PILOT'S, but there
are indications that this will not always be the
case as new versions of PILOT are likely to become
more "Logo- like."
Apart from these differences, Logo and
PILOT both encourage a procedure-oriented
programming style that makes complex programs
easy to read and correct.
I use both languages regularly and find that I
would be reluctant to abandon either one. Your
application areas might indicate that one of these
languages has a clear advantage over the other.
No matter which you choose, you will be using a
language that allows the creation of very sophisti-
cated and powerful programs.
Notes From All Over
1 have just heard from my Argentinian friend,
Horacio Reginni, who has just started the Asocia-
cion Amigos de Logo (Logo Friends Association)
to promote the development of Logo centers,
sponsor meetings, and spread information about
Logo all over the world. The association can be
reached at 2969 Salguero St., Buenos Aires, 1425
Argentina. True Logo phi les will be interested in
attending their first International Logo Conference
in Buenos Aires on September 16-18. Registration
is only $25. As for the air fare ....
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ODORE-64
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July 1983 COMPUTi! 145
Learning With Computers
Glenn M, Klefnnan
A Library At Your Fingertips
The ability to use computers to efficiently access,
organize, and analyze information is becoming a
critically important skilL In fact, knowing how to
use computerized information bases is rapidly
becoming as important as knowing how to use a
library. People in many occupations - travel
agents, bank tellers, librarians, stockbrokers, and
insurance agents - already use computerized in-
formation bases every day. Doctors, lawyers,
scientists, teachers, and many others will be added
to the list in the next few years.
There are many computerized information
bases. In this column, I discuss my favorite one,
which is called DIALOG, DIALOG is the world's
largest computer storehouse of information avail-
able to the public. It contains over 170 data bases
with a total of more than 75 million records of
references, abstracts, and statistical data on a great
diversity of topics. A simple set of commands lets
you locate information quickly and easily. Widely
used by libraries and businesses, DIALOG and its
new cousin. Knowledge Index, can also be used by
schools and individuals.
To use DIALOG, you need a terminal or a
computer with the hardware (a modem and inter-
face) and software to make it function as a termi-
nal. You also need an account number on the
DIALOG system and a telephone. Like other large
data base systems, DIALOG uses special networks
(Telenet and Tymnet) so you can access it with a
local telephone call from most places in the United
States.
An Example Information Search
I've recently used DIALOG to search for informa-
tion about one of mv main professional interests,
the use of computers by children who have
learning disabilities. There has not been a great
deal of research in this area, and reports of the
research that has been done are scattered in many
different journals and books. A data base on the
DIALOG system, called ERIC, lets me search an
enormous body of literature for relevant refer-
ences, and to do so in a few minutes.
146 COMPUTE! July 1983
ERIC is an acronym for Educational Resources
Information Center. It is an index to the contents
of more than 700 journals in education, as w^ell as
a large number of books, technical reports, con-
ference papers, government agency reports, and
other documents. It contains approximately
500,000 references, dating back to 1966, The index
is kept up-to-date and about 3,000 references are
added each month.
All the information about each journal article
or document is grouped together into what is
called a record. Each record contains the title, au-
thor, journal and date of publication (or other
information neecied to locate the actual docu-
ment), the language in which it is written, a set of
descriptive (subject indexing) terms and an
abstract (short summary). The descriptive terms
are keywords which characterize the contents of
the document. There is also a Thesaurus of ERIC
Descriptors which enables you to find the best
descriptor terms for each topic.
The many volumes of printed ERIC indexes
are familiar to many educators and researchers.
For some of my articles and research projects in
years past, I've spent hours scanning through
many pages of small print, hunting for relevant
references. I can now accomplish the same work
in a few minutes via the computer on my desk.
After using a modem and telephone to con-
nect my computer to the DIALOG computer, I
enter my account number and password. My
search for references about computers and
learning disabled children then proceeds as shown
below. (In some cases, I have slightly altered the
computer's response, leaving out code numbers
and other extraneous information and spelling
out abbreviations for clarity.)
First, I tell the system I want to use the ERIC
data base (which happens to be number 1). I
enter:
BEGIN 1
(My commands will be underlined throughout
this column.) The computer responds:
NEW MIHTI-USER SOFTWARE LETS THE WHOLE FAMILY
SHARE IN THE JOY OF LEARNING.
Is the personal computer doing all it can to help
our children learn?
To some degree, no, although it's not lair to blame
it entirely on the computer. After all. computers are
only as good as their software.
How can we improve this situation?
A solution already exists. But first, some back-
ground.
Where personal computers fail.
For years, studies have shown that children learr
more efficiently in gmup situations. Peer groups, for
example, motivate slower learners to persevere.
Groups of older and younger children encourage
divergent thinking. Even the simple "group" of a
parent and child promotes faster acceptance of
new ideas by combining education with trust
and confidence.
But personal computers and their programs are
designed to be personal. One computer, one child.
It's hard for anyone else to be part of the learning
experience, even you.
At least not until today,
A simple solution.
When tv/o educational researchers, Dr. Matilda But*
ler and Dr William Paisley, observed this problem
they proposed an interesting, yet sinnple, solution.
Instead of writing programs that shut out brothers,
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Software that shares.
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as they race against time, each other, or both.
The Math-Race program, for example, converts
your computer into an electronic race track where
children compete to answer math problems and
advance toward the finish line. Picture-Play encour-
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both spatial relationships and the value of coopera-
tion. And Team-Work combines both cooperation and
Atari ■ and 400/800" are trademarks of ATARI Inc.
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For the first time, your personal computer can
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Math-Hunt, and Picture-Play: paddles required for
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At the fall 1982 Computer-Using Educators Confer-
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, MATH HUNT: Number Relationships
AMERICA^J THEMES: Ages 8-13
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27 Feb 83 12:59:37 FiIe:ERIC
This search, and the other examples in this col-
umn, were all done on February 27, 1983.
Next, I give the computer the words for which
I want it to search. It searches through all the in-
formation in each record, including the abstract,
(You can limit the search to the descriptor terms
or title if you prefer.)
SELECT LEARNING DISABiLlTIES
DIALOG responds:
1 4734 LEARNING DISABILITIES
r ve told the computer to select all references about
learning disabilities. It gives this set the number
1, so I can refer to it later. The number following
the set number shows how many relevant records
have been found. I then enter:
SELECT COMPUTER
DIALOG responds:
2 16684 COMPUTER
So now I know that there are 4734 references
about learning disabilities and 16684 about com-
puters in the ERIC data base. But what I really
want to know is how many are about both com-
puters and learning disabilities. The appropriate
command is:
COMBINE 1 AND 2
DIALOG responds:
3 70 1 AND 2
This tells me that 70 references appear in both set
1 and set 2 (i.e., the learning disabled set and the
computer set),
DIALOG also allows more complex combina-
tions using OR and NOT. This provides tremen-
dously pow^erful searching capabilities. I could,
for example, further restrict the search to refer-
ences that are about reading disabilities or lan-
guage disabilities, while excluding references
about hyperactivity. I could also restrict the search
to particular years, journals, authors, types of
publications, languages, or any combination of
these. Since you work on-line with DIALOG, you
can expand or restrict the search as you go. For
example, if I find more references than I want on
a topic, I usually restrict the search to articles pub-
lished in the last year or two.
Next, I want to see the titles of some of the
references:
DISPLAY 3/6/1-5
This command tells the computer to display
the references in set 3. The 6 is a code number
telling it that I only want to see the titles, not the
other information in the record- The 1-5 tells it to
display references number 1 through 5. The com-
puter responds with:
148 COMPimr July 1983
1. Remediating Spelling Problems of Learning
Handicapped Students Through the Use of
Microcomputers.
2. Microcomputers: Powerful Learning Tools
with Proper Programming.
3. Microcomputers: An Available Technology
for Special Education.
4. How Can Microcomputers Help?
5. Instructional Technology for Special
Needs.
Item 3 sounds interesting, and I haven't seen
it before. I therefore tell the computer to print the
full record:
DISPLAY 3/7/3
This command says display from set 3 the full
record (code 7) of item 3. The computer responds
with:
Microcomputers: An Available Technology
for Special Education,
joiner, Lee Marvin; and Others
journal of Special Education Technology,
Vol. 3, number 2, pages 37-47. Winter, 1980.
Language: English
Document Type: Journal Article; Teaching
Guide
Abstract: The article describes the capabilities
of features of basic microcomputer systems
and describes special education applications:
computer assisted instruction, testing com-
munication, and enhancing personal rela-
tions. Problems such as the availability of
authoring languages, high quality educa-
tional software, and computer safety are
described.
My entire search took less than five minutes,
most of which I spent examining the titles of arti-
cles. 1 next instructed DIALOG to print all 70 re-
cords about computers and learning disabilities,
with the citation and abstract for each. To save
time and expense, I had this done off-line by high-
speed printers at DIALOG and mailed to me. The
25 pages of materials arrived a few days later. I
then used DIALOG to order complete copies of
several of the articles.
Other Data Bases
ERIC is just one of over 170 data bases available
on DIALOG. There are data bases covering the
sciences, business, law, current affairs,
humanities, books, book reviews, foundations,
biographies, patents, dissertations - an incredible
array of information. Some of the data bases likely
to be of interest to readers of this column are de-
scribed below.
The Magazine Index covers 435 of the most
popular magazines in North America, including
all those indexed by the Readers' Guide to Periodical
Literature. It contains over one million records,
dating back to 1969. Approximately 12,000 records
are added each month. There is also a National
Nezospaper bidex.
I was curious about whether magazines have
reflected the increase in interest about computers
in education during the last few years. I therefore
checked the number of articles in the Magazine
Index on computers and education for each year
from 1976 to 1982. In about two minutes I obtained
the following answer:
Year
Computers
& Education Articles
1976
2
1977
19
1978
9
1979
27
1980
39
1981
59
1982
145
Clearly, the number of articles has been growing
rapidly.
Nexvsearcli is an index of current news stories,
information articles, and book reviews from over
1,400 newspapers, magazines, and periodicals.
Newsearch is updated daily, so most items are
added the day after they are published. At the
end of each month, the information is transferred
to the Magazine Index, the National Newspaper
Index, and other relevant indexes.
The Books in Print index contains records on
virtually all books published in the United States,
including books that have gone out of print in the
last few years and books that are to be published
in the next few months. A quick check found 6,450
books on computers, 46,478 on education, and
168 about computers and education. There is also
a Book Reviews index.
The Microcomputer Index is a new one which
contains citations about the use of microcomputers
in business, education, and the home. Magazine
articles, as well as software and hardware reviews,
new product announcements, and book reviews
are included. Over 25 microcomputer periodicals
are currently indexed, along with selected articles
from other publications. A quick check showed
1,294 articles on education.
The International Software Database is another
new one. It contains over 10,000 records on all
types of software, classified by application,
machine, operating system, vendor and price.
Classroom Instruction
The cost of using the indexes I have described
ranges from $25 per hour for ERIC to $95 per hour
for Newsearch. The cost of off-line printing is
typically 20 cents for each full record. Since
DIALOG makes finding information so efficient, I
regard it as an excellent value for professional
use. DIALOG has also introduced lower-cost spe-
cial arrangements for schools that want to teach
students to use it and for individuals who want to
use the system during evenings, nights, and
weekends.
The Classroom Instruction Program provides
access to most of the DIALOG data bases at a
special rate of $15 per hour. This rate is available
only to academic institutions for instructional
purposes. A special students' workbook is also
available.
Knowledge Index is a new service which
provides access to the most popular data bases at
the reduced price of $24 per hour. It is not available
during business hours, so this service is designed
mostly for individuals. All the data bases I have
described are available, except for Books in Print
and Book Reviews. In addition. Knowledge Index
includes data bases covering business, agriculture,
computers and electronics, engineering, govern-
ment publications, medicine, and psychology.
DIALOG Information Services, Inc.
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Palo Alto. CA 94304
(800) 227-1960 (except CaUfornia)
(800) 982-5838 (from Califoruia) ©
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July 1983 COMPUTE! 149
THE WORLD INSIDE THE COMPUTER
Superbaby Meets
The Computer
Fred DlgnoziQ Associate Editor
If you haven't seen it
already, you should go
to a library and find tine
March 28,' 1983, issue
of Newszoeek magazine.
Turn to page 62 and
read the cover storv,
"Bringing Up Super-
baby/' The story is
about hou^ parents are
pushing their kids to learn earlier and earlier.
Kids w/ho are only a few months old are studying
art books, gazing at flash cards, doing toddler
gymnastics, going to dance class, putting together
puzzles, taking swimming lessons, and Icaniii^^
how to aviipitfc. In the article there's a picture of a
little kid who is pounding away on the keyboard
of an IBM Personal Computer.
Just a few years ago, Elizabeth Wall (a media
specialist in Sarasota, Florida, and author of The
Coiuputcr Alphabet, Avon, 1983) sat down next to
one of the pioneers of personal computing. He
asked her what she was up to. 'Teaching elemen-
tary school kids how to use computers," she told
him. He w^as shocked. "There's no future in teach-
ing little kids computers," he said. "They will
never get the hang of it."
Since that expert made his remark, use of
computers has dribbled downw^ard, from college
to high school kids; from high school kids to
middle schoolers; from middle schoolers to kids
in elementary school - and beyond.
In Bruce and Diane Mitchell's Small World
preschootand kindergarten, in Durham, North
Carolina, four-vear-olds and five-year-olds are
playing educational games on Atari computers
and Timex Sinclairs. They are programming a
Turtle robot bv tapping on the keyboard of an
Atari 800.
150 COMPUTE! July1«?83
But preschoolers and kindergartners are old.
They're almost over the hill! The Neivsnkrk article
mentioned a school called Tiny Bytes where kids
can begin computing before they've celebrated
their first birthday.
Computer Literacy Or Else
Some toddlers are going to be victimized bv pushy
parents trying to fill their offsprings' "little
sponges" with computer facts even before they've
learned to walk or talk. I can imagine an "en-
lightened" household where the parents are trving
to give their three-month-old an earlv start on her
way to a high-tech future. The babv, blithelv una-
ware of her parents' designs, is reaching for a
rubber ducky. The mother pushes the duck away.
"Too easy," she says. She whips out a stack of
big white tlash cards. "Let's practice these first,
then you can see the duck on your lunch break."
As the baby gazes sweetly at her mother, the
mother runs through the flash cards. "RAM!" she
calls out. "RAM.. R.. A.. M.. RAM! BIT! .. B.. 1
..T.. BIT! CHIP! ..C..H.."
One wonders what a kid who gets computer
flash cards at three months is going to be like when
she gets to the ripe old age of five years, or ten, or
fifteen. She may have a lot oi computer facts under
her belt, but how well adjusted will she be? What
will be the result of all this parental prodding?
This is not to say that computers shouldn't
be introduced to kids who are still wandering
around the house in dirty diapers. Because they
should be!
The question is hozo.
Parents who are pushing their babies and
toddlers into computer literacy are missing the
point - at least as far as computer literacy is de-
fined. We are presently in the Age of Computer
Literacy. But we are quickly moving beyond it.
. 1
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©Copyright 1983 Venture Mail, Inc.
Pretty soon it will not be productive for us to study
such arcane terms as bit, byte, and CPU, We won't
have to know how a computer works^ just how to
work a computer. We will be leaving the age of
computer literacy and entering the Age of Com-
puter Intimacy.
Take the TV or the car. These are high-tech
machines that are part of almost every little kid's
environment/ right from birth. Do parents go
around with flash cards with words like CHAN-
NEL SELECTOR or PHOSPHOR SCREEN? Or
with words like CARBURETOR or PISTON? Of
course not. Nevertheless, the smallest children
learn how to operate TVs, almost before they can
walk. And little kids play with model cars, toy
cars and trucks, all through their childhood. And
when their magic birthda\' arrives and thev can
get their driving license, they quickly learn to
drive and operate an automobile.
How^ many kids suffer from automobile
anxiety or TV phobia? Very few.
Even more important, how many kids can
expect to find a job when they grow up as an
automobile mechanic or an expert in TV repair?
Again, very ii2\\\
Yet TVs and cars are far more common than
personal computers.
The point is that we ha\'e moved beyond
'TV literacy" and "automobile literacy" to a new
age of intimacy with both these machines. The
technologies have matured. Thev are black boxes,
idiot boxes that almost anyone can learn how
to use. They're everywhere. We're comfortable
with them in om* garages, our living rooms and
bedrooms.
This is where computers are headed, too.
They've just started, but, at the speed they're
going, it won't take long. By the end of the 1980s,
computers will be black boxes, just like cars and
TVs. They will be in most people's homes. Thev
will become so common that the\' will cease being
an eye-catching phenomenon. In fact, they will
almost be invisible. Like electric motors, they will
slip into other appliances and disappear from
view.
Kids who are less than one year old in 1983
will be less than seven in 1990. So why are parents
teaching them computer literacy terms and con-
cepts, preparing them tor a job market that exists
in 1983, but will change radically even before the
kids have made it through elementary school?
Parents are pushing because they are pan-
icking. The swift pace of computer technology
has them running scared.
And they are pushing their kids because of
the status of having them say "floppy disk" as
their first word.
What they don't realize is that they are
training their kids in what will soon be an obsolete
152 COMPUTE! July 1983
technology and, worse, an obsolete approach to
technology. They are being trained to become the
automobile mechanics and TV repairpersons of
the 21st century. These are honorable professions.
But is this what the parents intend?
Computer Osmosis Vs. Computer
Bullying
Millions of personal computers are going into
people's homes. Millions and millions of little
children are waking up each morning and walking
or being carried past computers on their way to
their bottle, their Boo Berries, or baby cereal. For
them, computers are no more wondrous or rare
than the floorlamp, vacuum cleaner, or telephone.
They're just one of the many things that "belong"
in their lives. They have a place, along with every-
thing else.
This is exactly as it should be. Computers are
a big deal to us. And our kids will see that. When
we spend all night in front of a keyboard trying to
debug a program or escape from the wizard's
castle in an adventure game, they'll notice. If w^e
shout and point at the new computer and say
"Gee whiz!" and "Oh, gosh!" enough times^
they'll notice. And if we get frustrated with the
computer and begin saying unkind things to it or
give it a good bop, they'll notice that, too. Whether
positive or negative, our kids will pick up on the
attention we give to computers and the amount
of emotional involvement we have with them.
Kids are very sensitive about this sort of thing.
Growing Up Together
You and I are already grown. We're big people.
But computers and kicis hav^en't stopped growing.
In fact, they've just begun. Both are going to
change rapidly over the next 20 years.
At the end of that 20 years, what will they be
like?
We imagine that our kids will end up pretty
much like us. But how about computers? When
kids enter the job market in the late 1990s or earlv
21st century, what will computers be like?
According to experts, we are quickly entering
a new era of personal computers. I call this era
the Age of Computer Intimacy, Others call it: The
Age of User Friendliness. The Age of Forgiving
Systems. The Age of Easy Computing. The Age
of Humanlike Machines.
As anyone who has struggled with a cranky
program recorder, or with a cryptic BASIC error
message, or with computer cables, plugs, and
connections knows, we have not reached com-
puter heaxen yet. Far from it!
But we are moving closer. While at the West
Coast Computer Faire in San Francisco, I attended
a seminar on "Second Generation PC Software."
It was mind-boggling.
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unwanted fingers off the key
board when not in use.
To store joysticks just turn them
upside down and slide them into
the inverted storage rack.
Twist tabs on the back of center
panel allow for neat concealed
grouping of wires, while power
packs rest hidden behind center
panel on shelf.
The slide out software tray
has room for 14 cartridges or
cassettes and up to 30 diskettes.
Most brands of software will fit
between the adjustable parti-
tions with a convenient hook for
the spare key at rear.
Stand fits Atari 400 & 800.
Commodore 64 & VIC 20,
Ti99/4AandTRS-80.
Cabinet dimensions overall 36"
high X 33-7/8" wide x 16" deep.
To order CS- 1632 send $89.95 to: To order CS-2748 send $299.95 tO:
HVTEC
SYSTEMS
P.O.Box 446
West Lyiui, OR 97068
For Fast Phone Orders Call Toll Free 1-8O0- 547-3 100
Inside Oregon CaU (503J 635-6667
Name
Address _
City
Quantity-
_Statc
.CS-i632
Quantity-
_Sp
. CS.2748
□ Goiden Oak Finish □ Natural walnut finish
Q My personal check, cashiers check or money order is enclosed.
G Bill my VISA # Exp. Date
n Bill my MasterCard # ^^
□ Please include freight charge on my VISA or MasterCard.
Card Holders Signature „____
_Exp. Date
HVTEC
Immediate shipment if in sloci^. Jfnot, aUow 3-4 weeks for delivery. ]f peraonal check Is sent aDow additional
2 weeks. CS- 1632 ships UPS freight collect from Oregon. CS-2748 ships by truck freight coliea from Oregon.
Prices subject to change. Shipment subject to availability.
Both the CS-1632 and CS-274S ship unassembled in two cartons, Assembty requires only a screwdriver.
hammer, and a few minutes of your bmc.
Choice in simulated woodgrain of warm golden oak or rich naturaJ walnut finish
The two slide-out shelves put
the keyboard at the proper oper-
ating height while allowing easy
access to the disk drives.
The bronze tempered glass door
protecting the keyboard and
disk drives simply lifts up and
slides back out of the way during
use.
Twist tabs on the back of the
center panel aUow for neat con-
cealed grouping of wires while
a convenient storage shelf for
books or other items lies below,
The printer sits behind a fold
down door that provides a work
surface for papers or books
while using the keyboard. The
lift up top allows easy access
to the top and rear of the printer,
A slot in the printer shelf allows
for center as well as rear
feed printers.
Behind the lower door are
a top shelf for paper, feeding the
printer, and a bottom shelf to
receive printer copy as well
as additional storage-
Stand fits same computers
as the CS- 1632 as well as the
Apple 1 and II. IBM-PC. Franklin
and many others.
The cabinet dimensions overall;
39-1/2" high X 49" wide
X 27" deep.
Keyboard shelf 20" deep x 26"
wide. Disk drive shelf 15-34"
deep X 26" wide. Top shelf for
monitor 17" deep x 27" wide.
Printer shelf 22" deep x 19" wide.
I learned that if you have ent>ugh money,
you can buy computer programs and computers
that are really, truly friendly. Thev hold vour
hand. They speak English (most of the time). Thev
help you out oi tight spots. They remind you of
what vou are supposed to be doing when you get
lost.
And, boy, are tiiey powerful! With just one
package, one electronic mouse, and 45 windows,
you can figure out your income tax, send electronic
mail, draw pie charts and bar charts, do word
processing, and tile, sort, and retrieve records.
All with the same set of commands.
At present, these systems are extremely ex-
pensive. Only the folks who carry around Pierre
Cardin calculators can afford them: But com-
puters, in general, used to be this wav, too. Only
wealthy, technically sophisticated organizations
(universities, large corporations, the government,
and the military) could afford them. But computers
ha\'e come a long way. Now you can buy a pro-
grammable computer for uncler 60 dollars. Pretty
soc^n the price will be even lower, and the com-
puter will be more powerful and easier to use.
The new generation of ''easy" computers
and "friendly'' computer software is coming. And
it will include machines and programs that we
can all afford.
What Do We Tell Our Kids?
If we're not supposed to tell our children (and
babies) about bits and bytes, then what do we tell
them?
Nothiu;^ is okay. Unless they ask. Or unless
you're so excited about something neat that you
just feel like babbling.
Just have a computer around the house.
That's enough. Treat it like you'd treat a typewri-
ter, a telephone, or a calculator. But let \/oiir kids
touch it. That's the best way for them to learn. For
example, my four-year-old son, Eric, drives me
crazy when he uses a computer. He has grimy,
dirty fingers. He presses buttons in such a way as
to make a computer act like an amnesiac. But he
loves to play on the computers because he is al-
lowed to play freely. And (with quiet wincing
and cringing) 1 let him. One of his favorite games
is filling up the picture screen with graphics sym-
bols, multicolored bars (using color keys and the
reverse-video button), and random letters, num-
bers, and punctuation symbols.
Another of his games is to use the computer
as a Gobbledygook Processor (that's "GP"). He
types all sorts of strange looking words like
IXCCY##559 ISK ERIC !!!!! AAAAAAAAAAAAA
then sends them to the computer's printer. He
rips off the printer paper (in the same lavish,
boisterous way he handles toilet paper) and tapes
it up around the house as a sign of who knows
what. Or he stuffs a wad of it in an envelope, and
it becomes a letter. Or he gives it, as a gift, to me,
to his mother, his sister, his kitty, or his tov robot,
Denbv.
A Tool Or A Crutch?
Actually, there's more to computer education
than this. Our responsibility as parents (and
teachers) extends beyond just making computers
available to our children. Much further, in fact.
When our youngest chikiren start entering
the job market, in another 15 to 20 years, ^7// com-
puters will be "easy" computers; all programs
will be "friendly." Computers and programs will
also be a lot more intelligent than thev are now.
There will be a tremendous temptation to let com-
puters take over many of the thinking chores that
we humans find bothersome, tiresome, boring, or
too difficult. At some point, for many people, the
computer will cease to be a support and start to
be a crutch.
Our responsibility, as parents and teachers,
is to teach our children the value of using com-
puters in the proper way: to help them do their
own thinking.
What Do You Think?
What do you think? How early should kids begin
learning about computers? What should be the
role of parents (and teachers)? What should kids
learn? How should they learn it?
Please send your ideas and comments to me:
Fred D'F^tiazio
2117 Carter Road. SW
Roanoke, VA 24015
ril return to this subject in a future issue of
COMPUTE!, and I'll reprint a number tif vour
letters.
New Resources
A book has just been published for parents of
older children (ages nine and up) who are in-
terested in computers. 1 recommend the book
because it is a practical guide to the technology
as- it exists today. If you want to launch yourself
and your family into computing today (and you
should), then you need a survival manual. The
best survival manual of all is this magazine (COM-
PUTE!), with all its tutorials, articles for beginners,
practical programming tips, and actual programs
for you to copy into your machine. But, if you're
a parent, you should also take a look at:
Eugene Galanter, Kids at id Couiputers: TJte Paroit's
Microcomputer Handbook (Perigee Books, The
Putnam Publishing Group,, 200 Madison
Avenue, New York, NY 10016; S7.95; Paper-
back; 7-page index; 190 pages)
Sample chapters: Microcomputers and Your
Child; What Is a Microcomputer?; The Micro-
computer's Parts; Programming by, for, and with
Children; Running the Machine; Kids Can Write
Programs; Evaluating Computer Education.
The author, Eugene Galanter, has been
teaching kids about computers for several years.
You can write his school for additional information
or to ask him specific questions about kids and
computers:
Eugene Galanfer
The Child reus Ctvuputer School
21 We>f Sbth Street
NeivYork. NY 10024
Looking For Good Software?
Of course you are. So you should get in touch
with an organization that evaluates the newest
educational software:
FAiuctiiiojial Products biforfuafio}i ExcJuuige (EPIE)
Cohnnhia University Teachers College
P.O.Box 27
New York, NY 10027
EPIE has recently entered into an agreement
with the Consumer's Union to test and evaluate
hundreds of consumer-oriented and educational
computer products. The results of their research,
reviews, and laboratory tests are just becoming
available. You can read about these results in their
MICROgram, published monthly as part of:
The Computing Teacher
The !}iter}iatio}uil Coujicil for Couijv iters in Education
ilCCE)
135 Education
University of Oregon
Eugene. OR 97403
Monthhj/Subscripfiou:S16.50/}/ear
Teachers (and interested parents) can write
EPIE & Consumer's Union and obtain special
publications, including the Micro Courseware
PRO/FILES for K-8 Educators (S84), and the
Courseware Resource List (as a bonus for ordering
the PRO/FILES):
EPIE & Consuujer's U}iion
P.O. Box 839
Wiitenuili NY 11976 ©
VIDEO MONITOR CABLES
FOR VtC/C-64/ArARl 800
VIDEO/AUDIO fRCA or Mint Phono Plug on Audio } tgss
VIDEO ONLY (Ail Cables are 4d'i „„ ,395
LUMIKANCE For use with monochrome monitors 1^95
C-B4 VEflSACABLE f Outputs: video, audio 4995
luminance. Inputs: Audio)
UTILINK CARTRIDGE $29»
TURN ON YOUR COMMODORE 64 WITH
UTILINK AND INSTANTLY HAVE:
• DOS SUPPORT* HIRES GRAPHIC CONTROL COMMANDS
• DEFAUL T COLORS THA J RETURN AFTER 'RESTORE
• LIS TINGS THA T ARE EASY TO READ
13031 473-8909
Missing Link Products
P.O. Box 6460 Colorado Springs, CD 80934
DEALERS call or write for discount quantity prices
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ror th« VtC 20
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requires no additional power or modification to the VfC-20
system. The units are packaged as 3K, 8K, 16K and 24K
modules. Selective mapping of 8K segments of memory into
the various available BK blocks is provided. The BK cartridge
may be upgraded to 16K or 24K based on MSD's exchange
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Made in USA.
MICRO BVSTEMS
OEVEL-OPMEMT, INC
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VlC-20 is a trademark o* Commodore Business
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Julv1983 COMPUTE! 155
How To Create A
Data Filing System
Part I. Choosing The Right File Type
Jim Fowler
It's akvays a good idea to analyze your data storage
problems and plan your solutkvi carefulhf before you
start progra}}U}iuig. This artiele begins a four-part
series oji tvritiug a data file! retrieval system for any
computer.
Remember how your disk drive was going to solve
your data storage problems? All those address
cards, recipe files, inventories, and accounts were
somehow going to become organized and never
frustrate you again. It can happen, but you will
have to do some thinking about the problem before
you solve it satisfactorily.
Of course, the commercial data base systems
can serve you very welL but you ought to know
something about such systems before you spend
money for features you may never use. It is not
impossibly hard to write a progiam that does
everything you want. I have lived through a
couple of such projects so maybe I can point out
areas to think about and where you might take a
wrong turn.
Planning is the name of the game. 1 can recom-
mend writing your own system. If you like pro-
gramming, you can easily develop a system that
fits your needs, and you will know it well enough
to alter it when you need to make changes. One
thing to keep in mind as you plan is that once you
begin to put the data on a disk you are, in a sense,
a hostage to your owm work. The more time you
have spent typing in the data, the more reluctant
you will be to start over. So plan ahead.
Another bit of advice ~ automation is not
automatically a good thing. If you have a recipe
card file with the cards filed under a few headings
("salads/' "desserts/' "meats/' etc.) and if there
are only 30 or so cards in each section, you can
probably find the one you want faster by flipping
through the cards by hand. I remind you of that
eternal verity: "If it works, don't fix it/'
156 COMPUTi! Jutv1983
Pick Your Goals
The first step is to draw up a list of what you want.
Actually write down what you hope a session
with the file would be like: you turn on the com-
puter, insert the disk, sit down to the kevboard,
then what? Do you want a long list printed out
(address labels?) or are you going to look for a
needle in a haystack, such as the one record with
exactly the right data to match your needs? It is
well worth writing such scenarios several times
on different da vs.
Another important consideration is flexibility.
Whenever you are faced with a choice, always
pick the one that gives vou the greatest future
flexibility. Of course, most of your choices will be
made for you by the necessides of your data, your
hardware, its operating system, etc. But keep
flexibility in mind. This applies to every feature of
your system - the number of records you expect
to store, the amount of information in each,
the "keys" you might use to retrieve records,
and soon.
The key for an address file which is organized
alphabetically by last names w^ould be the last
names of each entry. The key allows for quick
searches and for sorting and entering new items
into the proper order.
Finally, go to great lengths to make your sys-
tem easy to use. It is so tempting to short-cut some
tedious programming by saying to yourself, "Oh
w^ell, 1 can always remember that hitting RETURN
without any input will drop me out of the program.
After all, I've been running this machine for awhile,
and 1 don't make that mistake any more."
The important thing about data file systems
is that you enter and retrieve records hundreds of
times. A small stone in your shoe is no big deal if
vou are sitfing down, but walk a few miles and
see how important it gets! A small annoyance in a
program is tolerable if you only encounter it once
StrmgtheiL ycmr hand
The complete information control system for
the Commodore 64. ideal for any home,
business or professional environment where
records are kept. Create the format you
4
need and enter your records. If the layout or
data field sizes are not quite right, correct
them and carry on. Superbase gives you an
unrivalled range of powerful features including:
'C 'by
Find out more about
^Superbase 64. Contact
your local Commodore
Dealer or Precision
' Software at our U.K. office.
//
'precision Software Limited
Park House 4 Park Terrace
Worcester Park
.-.,, . Surrey KT4 7JZ England
ii^lV Telephone: 01-330 7166
Telex: 8955021 PRECIS G
i
Precision
Software
in a while, but in a data entry or retrieval operation
it can doom the whole system. Many a card file
has been restored to active duty because, for
reasons like these, its owner got fed up with auto-
mation. So, be prepared to go to great lengths to
make life easv for the user.
Record 1
Record 2
Record 3 ^ — ■>
Sequential File
Record 1 | ^empty-
Record 2
3-
Relative File
Record 1
Record 2
Hybrid File
Record 3
3--
Table
Address I
Address 2
*^ Address 3
The three types ot tiles. Record 1 is shown
as if it is only holt as long as Record 2.
The Three Kinds Of Files
There are three kinds of disk files. The first is one
you probably already know, a Sequential File. All
the data is strung together head to tail and put on
the disk that way. Your programs are recorded on
tape or disk in a sequential file. If you use a se-
quential file, you will need to put separators (called
delimiters) of some kind between items of data so
that you know where one ends and the next be-
gins.
One problem with sequential files arises when
you want to change a record and the new one is
of a different length. It is like putting books on a
shelf: take out a thin one and put a fat one in its
place - you'll hav^e to move all the rest to make
room. If you rarely make any changes, it might be
worthwhile just erasing the old record by filling it
with blanks and adding the new version at the
end.
The second kind is a Relative File. This is like
a series of pigeon holes. One may be filled, another
partially empty, but you do not have to move
them to make room when you enlarge a record.
As long as each hole is big enough to take the
biggest record, you have no problem. This is the
kind I use for my most complex data file.
158 COMPUTE! July 1983
The third kind is a sequential file, but with a
'Table of Contents'' like the directory on a disk.
Call it a lii/hrid File. To use this kind takes a lot of
programming. 1 cannot recommend it unless the
saving in space is much greater than the space
taken by the extra programming and the table.
Only big professional systems are likely to go this
route.
The figure diagrams the three file types. If
your disk operating system supports relative files
(also called randoni-acees:^ files), you will probably
want to use that kind unless you are going to be
very short of space on the disk. If your system
doesn't automatically support relative files, you
can make your program do it. Keep a table or use
a formula which turns a record number into its
''address" on the disk - its track and sector. Then
you read or write a record directly by track and
sector. This is a bit complicated, but worth doing.
Next month, we will look at methods of re-
trieval and how they can affect the way you keep
records. /p^
COMPUTE!
The Resource,
TEXAS
INSTRUMENTS
Expansion Sysrem M94.00
Extended Basic lO *78,00
Persona! Record Keeping (0 *38.00
Parsec (0 . »31.00
Remore Controllers *28.00
Anteater (Ci *J4.00
Princess and Frog (0 *34.CHJ
zaxxon (D) *2e.OO
A
ATARI
ATARI
400/800/1200
COMMODORE 64
Commodore 64 computer
'395.00
1541 Disk Drtve
<35S.(»
DreibscT'DG
*24.00. '31.00
Survivor (T/D,0
'24.00, '31.00
Fort ApOCaiVDSeiT/D,C)
^24.00, '31.00
PnarotTs Curse fT/D,Ci
'24.00, '31.00
Sea wolf tci
'22.00
AssemDier 64
'36.00
GREAT GAMES FOR
Tl, ATARI,
VIC
Ape Escape fCi
'28.00
vortex (CI
'36.00
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'28.00
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'30.00
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'25.00. '31.00
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'28.00
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'Protector II (T/D,a
'25.00, *31. 00
800 with 48K
1200 with 64t(
310 Disk Drive
410 1010 Recoraer
Epson FX-30
Newell Fastchip
43 ■ 52K Memory for 400
Letter Perfect fD} ,
mnome Kevsoard
The Bookkeeper (D)
Superman ill (C)
Temple of Aspnai (D)
W(zarc of Wor (D.D
Star Trux (C!
Miner 2049er (C)
SAGA n-12)(Dl
Shamus. Case II (T.'D.q
Crash Dive (Ci
Boulders & Bombs (0
Mountain King (CI
Time Trails ici
p]nne3d(T,Di
Andromeda (T,DJ
Save the Seas (Ci
Donkey Kong (0
Sunday Driver fT.Dl
Major League Hockey (G
Famous Red Ball Joystick
Wico Trackoall
Atari joysticks !2 pack)
Elephant Disks (SS/SD)
Maxell Disks isssDi
'489.00
'624.00
'419.00
'72.00
*S49.00
'36.00
'105.00
M04.00
'94.00
'101.00
*34,00
»27.00
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*33.0O
'33.00
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'22.00
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'35.00
CALL
'23.00
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'49.00
'14.00
'19.50
'28.00
'24.C
c ■ Cartridge T ■ Cassene d ■ Disk
'Wor 3vaifat}ie on v\o2Q
j ^ * V . I \.i ^ ..
Send cneck or money order Please .idd S2,50 oo^raoe &
M.indling for softwnre il'f for hardware visa, f^^a^ter card
add 3': Wisconsin residents add S*;: safes rait Pnces
suOiecr to Change without notice
P.O. BOX 245, oept. C1, Brownsville, Wl 53006
Phone (414) 583-4462
JINSAM
TM
EXECUTIVE
m m
%i'U
Used at NASA,
Kennedy Space Center
With Multiple Applications Related
to the Columbia Space Shuttle Project
ineludmg rescue operations, statistical
s, inventory and vehicle tracking.
USA
space
age
micro
software
JINSAM EXECUTIVE "^
has broken the 1 0,000 record limit* You
may now have up to 65,000 records In one
database.
We also have included a free form
report generator for data entry, elimi-
nating the need for WordPro'" s^nd have
included automatic mathematical relations
eliminating the need for VislCalc"**. How-
ever, you stiii have these superb interfaces
available.
Executive ™ will be available for CBM
and IBM personal computers.
m&
JINI MICRO-SYSTEMS, Inc.
DATABASE MANAGEMENT SYSTEM DESIGN
BOX 274 KINGSBRIDGE STN.. RIVERDALE. N.Y. 10463 (212) 796-6200
How To Make Backup
Disks For VIC And 64
Harvey B Herman, Associate Editor
LOAD, switch disks, SAVE, LOAD, switch, SAVE-
it can be ciimbersonw ami tedious to make backups of
disks wheu you dofi't have a dual disk drive. Wluif's
worse, ifou need to go through special extra step)s to
transfer machine language programs. This utility, for
am/ 64 or expanded VIC, makes creating safe backups
on single disk driz^es nearhf autoinatic.
I recently purchased a 1541 disk drive for my ex-
panded VIC. The diskette that came with it in-
cluded a few sample programs. Conspicuous by
its absence, however, was a program to make
duplicate copies of diskettes for backup purposes.
I have learned the hard way that diskettes do not
last forever and it is foolish to have only one copy
of important programs.
What do to? Well, 1 w^as luckv to have acquired
an excellent backup program for the Commodore
2031 single disk drive (w^ritten by Jim Law and
Keith Hope and distributed by the Toronto PET
User's Group). I adapted this program to work
on the Commodore 64 and expanded VIC-20
computers. One program works for both. The
modifications in the original program were quite
modest - a few PEEKs and POKEs were changed,
and the machine language portion was relocated
to the cassette buffer and POKEd in from DATA
statements.
The program is quite easy to use; no knowl-
edge of machine language is necessary. First, the
destination diskette is formatted, a good idea if
you will be using it later on the same drive. Please
be careful to format only blank diskettes, or ones
that are no longer needed. Next, the diskettes are
swapped and the source diskette is read to deter-
mine how much to copy. Successive blocks are
then read from the source into the available
computer memory. (I can read 124 blocks on the
Commodore 64 and proportionately less on the
expanded VIC, which has less memory.) The dis-
kettes are sw^apped again, and identical blocks on
the destination disk are written from data saved
in memory. The swapping of source and destina-
tion diskette continues, until the entire diskette
has been copied.
Of course, it would be easier (but not much
faster) if a second drive were available. However,
this program is the next best thing. It surely beats
loading and saving BASIC programs, one at a
time, or finding the loading address of machine
language files. Try that sometime if you doubt it.
One caution - the program will not work on
an unexpanded VIC. 1 have added 24K of RAM,
by means of the Cardboard, and this minimizes
swapping. Much less than 16K mav not be practi-
cal, as too few blocks are copied in one swap.
Obviously, the Commodore 64 does not have this
problem.
If you want to save the trouble of typing this
in, I will make a copy for vou on cassette or diskette
(1540/1341 format) for S3'. Just send me the
medium, a self-addressed mailer, and proper
postage. If you have any questions please enclose
an SASE. My address is:
I"hirve\/ B. Herman
Chenustri/ Deparhaenf
ilNC"Grecu$boyo
Grecjjsboro, NC 27412
VIC/64 Disk Backup
1 F0RI=828T0883 : READA; POKEI , A: NEXTI
10 REM"D=DSAVE"@BACK2" , D0: ?DS9 : CATALOGD0
20 BB=PEEK(44)+27:P0KE995,BB
30 POKE998,PEEK(55) : P0KE999 , PEEK( 56 ) : POKE
55,0:POKE56,BB:CLR
40 BB=PEEK(995)
50 N=PEEK ( 999 ) -BB-1 : BA=BB*256 : MA=828
60 DIMBM%(35,24)
70 FORJ=0TO7:TA(J)=2TJ:NEXT
80 PRINT" {clear} f 03 RIGHT) { REV } BACKUP 154
ICOFF}"
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Commodore 64 is a trademark of Commodore Bt/stnets Machines
'isiCalc is a trademark of VisiCorp.
;alc Resull \% a trademark of Handle Software, AB.
-^ 08002 •
609
.79S-
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outfo*
tnein
90 PRINT" {down} 'GOTOlOeSS' IF PROGRAM QUI
TS ABNORMALLY"
100 PRINT " { DOWN ] " N " BUFFERS AVAILABLE "
110 0PEN1,8,15
200 REM *** MAIN FUNCTIONS ****
210 GOSUB1J000
220 D?="S":GOSUB3200:I2$=IR$
230 IFDR$<>"2A"THENPRINT"[ REV) ILLEGAL DOS "
1.0 DISK { OFF) ":GOTO10000
240 IFI2$=I1$THENPRINT"{ rev) SOURCE AND DES
TINATION HAVE SAME ID C0DE{0FF)";
GOTO10000
250 GOSUB2500
260 T=TS:S=0:NU=1:T1=T:S1=S
270 PRINT#1, "I0":OPEN3,8,3, "#"
280 PRINT "READING BLOCK #";
290 IFBM% ( Tl , SI ) =0THENGOSUB2000 : NU=NU+1 : IF
NU>NTHEN320
300 S1=S1+1;IFS1>20THENS1=0:T1=T1+I
310 IFTKTF+1THEN290
3 20 PRINT" {down)"
3 30 CL0SE3
340 D$="D":GOSUB3200:IFIR$<>I1$THENGOTO340
350 PRINT#1,"I0":OPEN3,8,3, "#"
360 PRINT"WRITING BUFFER #"?
370 NU=1:T1=T;S1=S
380 IFBM% (Tl , SI ) =0THENGOSUB2200:NU=NU+1 : IF
NU>NTHEN410
390 S1=S1 + 1 : IFSl > 20THENS1=0 : T1=T1+I
400 IFTKTF+1THEN380
410 PRINT" {DOWN) "
420 CL0SE3
430 S=S1+1:IFS>20THENS=0:T1=T1+1
440 T=T1:IFT>TFTHEN500
450 D$="S":GOSUB3200:IFIR$<>I2$THEN450
460 NU=1;T1=T:S1=S:GOTO270
500 REM FINISHED XFERS
510 CLOSEI
520 POKE55, PEEK (998) : POKE56 , PEEK( 999 ) : CLR
530 PRINT" {02 D0WN)BACKUP COMPLETE"
540 OPEN1,8,0, "50"
550 GET#1 , A? : IFA$<> " {REV) "THEN550
560 PRINTA$; :GOTO610
570 GET#1,A$:SS=ST:A=LEN(A$) :IFATHENA=ASC(
A$)
580 GET# 1 , B$ : SS=ST : B=LEN ( B? ) : IFBTHENA=ASC (
B$)
590 IFSSTHEN660
600 IFA=1ANDB=1THENGOSUB630
610 GET#1,A$:IFA$=""THENPRINT:GOTO570
620 PRINTA?; :GOTO610
6 30 GET#l,A?sSS=ST:A=LEN(A$) : IFATHENA=ASC(
A$)
640 GET# 1 , B$ : SS=ST : B=LEN ( B? ) : IFBTHENB=ASC (
B$)
650 N=B*256+A:PRINTN;: RETURN
660 CLOSEI
670 END
1000 REM HEADER DEST DISK
1010 PRINT" {down) INSERT DESTINATION DISK TO
BE FORMATTED"
1020 INPUT" [02 DOWNIdISK NAME{03 RIGHT}_
[19 left) "rDN?
1030 IFDN$="_"THENPRINT"{03 UP) " ; : GOTO1020
1040 IFLEN ( DN$ ) > 16THENCLR: GOTO40
1050 F=0 : F0RJ=1T0LEN ( DN$ ) : SI $=MID$ ( DN$ , J , 1 )
1060 IFS1?="_"0RS1?=CHR$(34)THENF=1
1070 NEXTJ:IFFTHENPRINT"{03 UP } " ; :GOTO1020
1080 INPUT" {down) UNIQUE DISK ID [03 RIGHT )_
(23 left)"; II?
1090 IFI1$="_"THENPRINT"{02 UP ) " ; :GOTO1080
1100 IFLEN(IIS)<>2THENPRINT"{02 UP)";:G0T01
080
162 COMPUTE1 July 1983
I I 10 PRINT#1,"N0:"+DN$+ ","+!!$
1120 GOSUB3000
1130 I FERTHENP RINTER$ : GOTO 10000
1140 RETURN
2000 REM READ BLOCK T1,S1 TO BUFFER # NU
2010 C=.
2020 PRINT#1,"U1";3;0;T1;S1
2030 GOSUB3000:IFNOTERTHEN2060
2040 C=C+1:IFC<3GOTO2020
2050 PRINTER? :F0RJ=(BB+NU)*256T0(BB+NU)* 256
+25 5: POKE J, • :NEXTJ:GOTO2100
2060 PRINT#I/'B-P";3;0
2070 IFNUO0THENPRINT" {03 LEFT) "; RIGHT? (
" "+STR$(NU),3)r"{03 LEFT)";
2080 POKE996 , PEEK ( 3 ) : POKE997 , PEEK ( 4 ) : P0KE4 ,
BB+NU : SYSMA
2085 P0KE3 , PEEK ( 996 ) : POKE4 , PEEK ( 997 )
2090 IFSTO .ANDST<>64THENGOSUB3000:GOTO2050
2100 RETURN
2200 REM WRITE BLOCK T1,S1 FROM BUFFER # NU
2 210 C=.
2220 PRINT#l,"B-A";0rTl;Sl:PRINT#l,"B-P";3?
0
2230 PRINT" {03 LEFT} "? RIGHT? ( " "+STR?(N
U),3);"{03 LEFT}";
2240 POKE996,PEEK(3) : POKE997 , PEEK( 4 ) :P0KE4,
BB+NU:SYSMA+3
2245 P0KE3,PEEK(996) :P0KE4, PEEK ( 997 )
2250 IFSTO .ANDST0 64THENPRINT "{rev) IEEE WR
ITE ERROR" ST" {OFF} " :GOTO10000
2260 PRINT#I, "U2";3;0;T1;S1
2270 GOSUB3000:IFNOTERTHEN2300
2280 G=C+1:IFC<3THEN2260
2290 PRINT" {REV) UNRECOVERABLE WRITE ERROR"E
R$:GOTO10000
2300 RETURN
2 500 REM GET BAM TO BM%(T,S)
2510 TS=1:TF=.
2520 PRINT#1,"I0":OPEN3,8,3, "#"
2530 S9=0
2 540 PRINT" I DOWN) TRACK # BLOCKS TO XFER"
2550 PRINT" ####»######»####»»##»»»#"
2560 NU=0:T1=18:S1=0:C0?=CHR?( . ) :GOSUB2000
2570 By=4
2580 T%=(BY-4)/4+l
2590 PRINT" ";T%;
2 600 I FPEEK ( BA+BY ) = . THENFORJ= • T02 0 : BM% ( T% , J
)=.:NEXT:BY=BY+4:GOTO2650
2610 S=0
2620 BY=BY+1:A0=PEEK(BA+BY) : FORJ= .T07 :BM% (T
% , S ) =A0ANDTA ( J ) : S=S+ 1 : NEXT
2630 IFS<22THEN2620
2640 BY=BY+1
2650 ES=21:IFT%>I7THENES=19
2660 IFT%>24THENES=1B
2670 IFT%>30THENES=17
2680 F0RJ=EST024 : BM% ( T% , J ) =- 1 : NEXT
2690 SM= . : F0RJ= . TO20 : IFBM% ( T% , J ) = - THENSM=SM
+1
2700 NEXT: PRINT TAB( 12 ) ; SM: S9=S9+SM
2710 IFSM=.ANDTS=T%THENTS=TS+l:GOTO27 30
2720 IFSMO .THENTF=T%
2730 IFBY<143THEN2580
2740 CL0SE3
2750 PRINT" START =";TS;" FINISH =";TF
2760 PRINT" {down} A TOTAL OF" ; S9 ? "BLOCKS TO
XFER"
2770 SB=90+25+( .650+.980)*S9
2780 S7=INT ( S8/60 ) : PRINT" APPROX" ; S7 " : " INT ( S
8-S7*60) ; "FOR COPY"
2 790 RETURN
3000 REM READ ERR CH TO ER, ER?
3010 INPUTt I , E0? , El ? , E2? , E3? : ER?=E0$+" , "+E1
"REALLY FOXY
IS BEING LETTER PERFECT'
WORDPROCESSOR
FOR THE COMMODORE 64""
ALSO CHECKS YOUR SPELLIIMG!
SCRIPT 64
Suggested Retail: $139.95
Contact Your Nearest Commodore Dealer Today . . .
You'll Be So Glad You Did!
Distributed By: /J—-^JS^
COMPUTER
MARKETIIMG servicesinc
300 W. Marlton Pike
Cherry Hilt. New Jersey 08002
(609) 795-9480
Commodore 64 is a trademark of Commodore Electronics Lrmited Script 64 is a trademark of Richvale Telecommunications
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WORD PROCESSING AND MAILING LIST & LABEL
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FAST PRINTING • LIGHTNING LOADS • SIMPLE COMMANDS
TOTLTEXT 2.0 + CS V1C+8K expansion $25.00
TOTLTEXT 2.5 + CS ViC + 16K expansion $35.00
TOTL.TEXT2.6 + CS Commodore 64 $40.00
TOTLLABEL 2.1 + CS VIC + 1 6K expansion $20.00
TOTLLABEL2.6 + CS Commodore 64 $20.00
TOTL TIME MANAGER 2.1 VIC + 8K expansion $30.00
TOTL TIME MANAGER 2.6 Commodore 64 $35.00
time management, scheduling, reports
RESEARCH ASSISTANT 2.0 VIC + 8K expansion $30.00
RESEARCH ASSISTANT 2.0 Commodore 64 $35.00
key word cross-reference research tool
TOTLBUSINESS 3.0 VIC+ 16K expansion $85.00
TOTLBUSINESS 3.6 Commodore 64 $95.00
business programs require disk and are shipped on disk
One Megabyte Fuzzy Diskette $25.00
computer noveJty piHow
All programs work wilh 40/80 column (VIC) and 80
column (64) adapters — compatible with tape or disk
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on disk $4.00 extra.
Giiutlity You Cmn Afford
AoaiiUkhie Mt your locmi dernier
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^^ Call (415) 943-7877
Commodore 64 and VIC 20 are registered trademarks of Commodore Electronics, Ltd.
July 1983 COMPUTEi 163
3020 ER=LEN ( E0$ ) : IFERTHENER=VAL { E0$ )
3030 RETURN
3200 REM INSTRUCT TO SWAP TO DISK GIVEN IN "^
3210 IFD?="D"THENS1$="DESTINATI0N" :GOTO3230
3220 S1$="S0URCE"
3230 PRINT" {down) INSERT ";S1$;" DISK, PRESS
I REV) SPACE (off)"
3240 GETA?:IFA$<>" "THEN3 240
3250 OPEN2,8,0,"$0"
3260 GOSUB3000:IFER>0THEN10000
3270 F0RJ=1T026;GET#2,A$:NEXTJ
3280 GET#2,A$:GET#2,B$:IR$=A$+B$
3290 GET#2 , A$ : GET#2 , A? : GET#2 , B? : DR$=A$+B$
3300 CL0SE2: RETURN
10000 REM DROP OUT
10010 POKE55, PEEK (998) : POKE56 , PEEK( 999 ) :
CLR: STOP
15000 DATA 76,66,3,76,91,3,162,3,32,198,255,
160,0,132,3,3 2,207,255, 145
15010 DATA 3,165,144,208,3,200,208,244,32,
204,255,96,162,3,32,201,255,160
15020 DATA 0,132,3,177,3,32,210,255,165,144,
208,3,200,208,244,32,204,255,96 ©
ATARI*
PAYROLL SOFTWARE
FOR
THE ATARF 800 " '
COMPUTE!
The Resource,
Miles Payroll System"" is an advarced arvj compfertenssve payroll accounting system
designed for businesses toOay CumUalive totals are mamiained fof each employee, as well as
complete fepc<t!ng, check wniing, and W*2 reporting Some feaiures incii>de
• Random access lile orgaraiation lor fast updating of indtvidual records
• Allows weekly, titweekly, semtmoothly or montfily pay periods
• Completely meriu-dnven and user-ffiendly
• Re^ lar, 0^ ome Ooutde t mt S icK Ht^id ay , Vacat m Bonus and Corrintssmn earwno categonea
• Payroll deductions tnci ude Federal W/ H Tax. Stale W/H Tax, Cily W/H Tax, PICA, SO t. Group
Insurance and 3 user-defined deductions
• Tax sheltered annuity deduction capability le^ IRAs and other tax shelters.
• State and Federal Unemployment Insurance rnaintained
• Complete ftle viewing and editing capahilily
• Maintains up to 50 employees
• Up to 10 user- defined Workers Compensaiton classifications
• Federal Tax tables may be changed in only 1 5 minutes each year by user when IRS changes tax
• Tabte method used lor State and City Tax. allowing compatibility with any state's or City's tax
• Produces 15 different reports, including W-2 Forms Report
• Checks calculated and pnnted automatically
• PROGRAMEWABLINGMODLLE" protects valuaWepayrolh nf ornia lionfromunauthonzedusers
• 3 user- defined payroll deductions to accommodate customi2ed needs such as savings, profit
sharing, tax shelters, pensions, etc
• Pay penod. nwntbiy, quarterly and yearly cumulative totals maintained for each employee
• Automatic input error detection and recovery protects system from user- generated errors
• Easy-to-follow, detailed, and comprehensive user's manual and tutorial leads the user step
by step allowing anyone with litlle computer expenence to easily operate the package
includes indeik
• Color, souiTd, and graphics utilised for user ease
• Maintains employee pay history.
• Allows for manual payroll check writing
• Packarjeri in a handsome S-ring deluxe pocketed binder with 3 diskettes and manual
• Reasonable price
See your local store or contact Miles Compuiing
jL A MILES COMPUTING
/l|\:t-.<- 7136 Haskell Ave. #204
liles
Van Nuys. CA 91406
(213)994-6279
Atari IS a registered trademark ot Atarf. Inc
Miles Computing MILES PAYROLL SVSTEM, PROGRAM E^ABLING MODULE are trademarks
of Miles Computing. Van tVuys, California Not attiliated with Atari, Inc
St 79 95 Requifes32K and two Atari" 8^0" disk drivers Payment in US, funds required with
order California residents add 6.5% sales tax CO D or prepayment only Dealer inquires
welcome
164 COMPUTE! July 1983
CIRCLES
Jeffrey S McArthur
Every Atari graphics programmer needs to draw circles.
This tutorial will show you hoiv to draw a circle - and
draw one fast - without jumping through hoops. There
are seiKral drawing utilities here, from an elementary
BASIC routine lohich takes 60 secoiuis to a machine
language version that finishes in a fraction of a second.
Even if you're not interested in the methodology, you
can still use these subroutines in your graphics and
ganws.
Program 1 draws circles, but takes more than a
minute to draw a circle, no matter how big or
small it is.
Reflections
A circle is symmetrical, so why don't we take ad-
vantage of its symmetry? If we know the value of
one point, we can reflect it across the X-axis or
across the Y-axis. That is, if we know (X,Y) is a
point on the circle, then so is (X,-Y). The same is
true for (-X,Y) and (-X,-Y), So we have to do only
a quarter of the work. Circles are also symmetrical
along the X = Y line. If we know (X, Y) is on the
circle, then so is (Y,X). Now we have to find only
an eighth of the points. Program 2 uses that
method.
Unfortunately, even doing only one-eighth
pf the work, we still need more than ten seconds
to draw the circle. Perhaps there is a better way.
Instead of using sines and cosines, use the
equation:
X*X +Y*Y=R*R
That isn't very useful, but we can rearrange the
equation and get:
Y = SQRT(R*R-X*X)
So all we have to do is find Y for X= -R to R.
However, since the square root function returns
only the positive square root, we also have to plot
the negative square root. Program 3 is an example
of how to do that. This method is faster than using
sines or cosines, but it still takes more than 16
seconds. So using Program 4, we reflect it, like
we did in Program 2.
Now we have a method that takes only five
seconds on a large circle and is a lot faster on the
smaller ones. If you take a close look at how Pro-
gram 4 draws the circle, you see it draws lines of
different lengths. This method works fine on a
screen, but on a plotter the circle has flat spots.
A Faster Circle
The screen is made up of an array of points. Each
point is addressed by two coordinates (X,Y). How-
ever, X and Y are always integers. In Atari BASIC
you can PLOT 0.5,0.5, but the points are rounded
to integers. So if you are at one point on the circle
and are trying to figure where the next point is,
you can go in eight directions.
If you divide the circle into quarters, then
only three of those directions are valid. If you
divide the circle into eight parts, you can go in
only two directions. For example, if you are on
the circle at (R,0), the next point is either (R-1,0)
or (R-1,1). This method is called a potential function.
Since the screen cannot plot points except with
integers, there is a small error that is not always
equal to zero.
We want to keep the error as small as possible.
We also reflect it eight ways as before. That takes
only three seconds, and we never have to draw
any long lines. Program 5 uses this method.
Notice also that you can achieve the entire
result using only addition and subtraction. Such
programs can be easily converted to machine lan-
guage since we don't have to multiply or divide.
Program 7 is a machine language program to draw
a circle. Program 6 calls the machine language
and takes less than two-tenths of a second to draw
a circle.
The machine language is called by a USR
function. The parameters that are passed to it are,
in order: the address of the code, the X coordinate
of the center of the circle, the Y coordinate of the
center of the circle, the radius, and the mode of
drawing. The mode of drawing means
0: turn point off
1: turn point on
2: invert point
The program can be converted to any 6502
machine. The only things that need to be changed
are where the variables are stored and how to
plot the points.
July 1983 COMPUTE 165
The only problem with the machine language
program is that it does no checking to see if the
circle goes off screen. And no clipping is done.
Therefore, if your circle goes off screen^ you will
write over other memory.
Program i: sines And cosines
Program 4: square Root Reflected
100
REM CIRCLE DEMONSTRATION
1 10
REM PROGRAM 4t 1
140
REM THIS METHOD TAKES AP
ELY 61 SECONDS
200
DEC
210
GRAPHICS 8
220
COLOR 1
230
SETCOLOR 2,0,0
240
A=160
250
B = 80
260
R = 50
300
FOR ALPHA=0 TO 360
310
X 1 = 1 NT (R*CDS (ALPHA) +0.5)
320
Y1=INT (R*SIN (ALPHA) +0-5)
330
PLOT A + Xl,B-i-Yl
340
NEXT ALPHA
APPROXIMAT
100
REM
1 10
REM
140
REM
ELY
210
GRAP
220
COLO
230
SETC
240
A=16
250
B = 80
260
R = 50
270
X0 = -'
280
X 1=-
290
Y1 = I
300
PLOT
310
PLOT
320
PLOT
330
PLOT
340
PLDT
350
PLOT
360
PLOT
370
PLOT
380
X0=X
390
IF -
CIRCLE DEMONSTRATION
PROGRAM #4
THIS METHOD TAKES APPROXIMAT
5 SECONDS
HICS 8
R 1
GLOR 2,0,0
0
R: Y0=0
R
NT(0.5 + SQR(R*R-X1*X1) )
A+X0,B+Y0:DRAWTO A+X1,B+Y1
A-X0,B+Y0:DRAWTG A-X1,B+Y1
A+X0,B-Y0:DRAWTO A+X1,B'Y1
A-X0,B-Y0:DRAWTQ A-X1,B-Y1
A+Y0,B+X0:DRAWTG A+Y1,B+X1
A-Y0,B+X0:DRAWTQ A-Y1,B+X1
A+Y0,B-X0:DRAWTO A+Y1,B-X1
A-Y0,B~X0:DRAWTO A-Yi,B-Xl
1 : Y0=Y1
X1>=Y1 THEN Xl=Xl+l:GOTO 290
Program 2: Sines And Cosines Reflected Program 5: Potential
100
1 10
140
200
210
220
230
240
250
260
270
300
310
320
330
340
350
360
370
380
390
400
410
REM
REM
REM
ELY
DE6
GRA
COL
SET
A=l
B=a
R = S
PLO
FOR
X 1 =
Yl =
PLO
PLO
PLO
PLO
PLO
PLO
PLO
PLO
NEX
CIRCLE DEMONSTRATION
PROGRAM #2
THIS METHOD TAKES APPROXIMAT
1 1 SECONDS
PH
OR
CO
60
0
0
T
A
IN
IN
T
T
I
T
T
T
T
T
T
ics a
1
LOR 2,0,0
A + R
LPH
T (R
T (R
A+X
A-X
A+X
A-X
A+Y
A-Y
A + Y
A-Y
ALP
. B
A=0 TO 45
*COS (ALPHA) +0.5)
*SIN (ALPHA) +0.5)
1 , B+Yl
1 , B + Yl
1 , B-Yl
B-Yl
e+xi
B+Xl
B-X 1
B-X 1
1
1
1
1
1
HA
Program Z: Square Root
100 REM CIRCLE DEMONSTRATION
110 REM PROGRAM #3
140 REM THIS METHOD TAKES APPROXIMAT
ELY 17 SECONDS
210 GRAPHICS 8
220 COLOR 1
230 SETCOLOR 2,0,0
240 A=160
250 B=80
260 R=50
270 X0=-R:Y0=0
300 FOR Xl=-R TO R
310 Y1=INT(0.5+SQR(R«R-X1»X1))
330 PLOT A+X0, B+Y0: DRAWTO A+X1,B+Y1
335 PLOT A+X0, B-Y02 DRAWTO A+X1,B-Y1
336 X0=X1:Y0=Y1
340 NEXT XI
100
1 10
1 4 0
210
220
230
240
250
260
270
280
290
300
310
400
410
420
430
440
450
460
470
500
510
520
530
REM
REM
REM
ELY
GRA
COL
SET
A=l
B = 8
R = 5
PHI
Y 1 =
X 1 =
PHI
PHI
FLO
PLO
PLO
PLO
PLO
PLO
PLO
PLO
PHI
Yl =
IF
= PH
IF
CIRCLE DEMONSTRATION
PROGRAM 415
THIS METHOD TAKES APPROXIMAT
3 SECONDS
HICS B
R 1
QLOR 2,0,0
0
P
0
c
6
0
0
= 0
0
R
Y
X
T
T
T
T
T
T
T
T
= PH
Y = P
A +
A-
A +
A-
A +
A-
A +
A-
PHI
1 + 1
BS C
XY:
I +Y1+Y1 + 1
HIY-Xl-
XI , B+Yl
B + Yl
B-Yl
B-Yl
B+X 1
B + X 1
B-Xl
B-Xl
X 1 + 1
XI
X 1
X 1
Yl
Yl
Yl
Yl
Y
PHIXY) < ABB (PHI Y)
X1=X 1- 1
Yl THEN 300
THEN PHI
Program 6: basic Call To Machine Language
100
1 10
140
210
220
230
240
250
260
270
300
REM
REM
REM
ELY
GRAP
COLO
SETC
A=16
B = 80
R = 50
P = 7*
I=US
CIRCLE DEMONSTRATION
PROGRAM It6
THIS METHOD TAKES APPROXIMAT
0. 1833 SECONDS
HICS 8
R 1
QLOR 2,0,0
0
16*16*16
R (P, A, B, R.
1 >
166 COMPUTE! July 1983
BASIC
Commander
The most powerful
progra^mming aid availabte
lor the ATAHI
' J '. ■ ■ - .,.■..„* tr f * TAtt- s*,^ ;^.. ^,^.
BASIC COMMANDER
BASIC COMMANDER is the most powerful
proorsmming aid for the ATARI
400i800/12D0. Singfe keys access DOS
functions, list and count the variables you
have used, or LIST, SAVE, ENTER, LOAD or
RUN files. Even has 3 piograminahle keys
which you can program for any legal BASIC
statement. This powerful utility also provides
automatic line numbering, block deletion of a
range of lines, and FAST renumbering of all
lines and references, with extensive efror
trapping. Disk only, requires 16K: $34.35.
MMG BASIC DEBUGGER
A totally unique utility for the ATARI
400/800/1200, unlike anything else availatile
for microcomputers. TRACE through your
BASIC program, printing line numbers or
whole lines as they execute, to the screen or
to a printer. Single step through your
program, and change andior display variable
values at any time. Full screen editing: scroll
your program up or down! The split screen
mode allows you to view and edit two parts
of youf program at once. Search your
program for any phrase, command or string
of characters. Finally, you may obtain an
alphabetized listing of your variables, with
every line numher in which each appears!
Disk only, requires 24K: $34.95.
FOR YOUR ATARI FROM
FINAL FLIGHT!
Have you ever wanted to pilot your own
plane? Now, thanks to your ATARI and
FINAL FLIGHT!, you can. This all machine
language flight simulation is as close to the
real thing as possible, with full-color views
from the cockpit, full instrumentation,
multiple levels of difficulty, several weather
condilions, and more! Puts you at the
controls of a small, single-engine plane on its
final approach to the runway. Multiple screen
updates per second give a realtime feeling of
flight. Disk or tape, requires 24K: $29.95.
<
CO
:areer
UNSEU
By
%3 ,^Vv\G ^^c^o ?
T
o Systems
CAREER COUNSELOR
A unique and lascinating way to explore the
important world of careers, through a
combination of education, fun, and a sense of
adventure provided by the Career Search
technique used. You enter your likes and
dislikes concerning interests, abilities, and
other goals, and the program generates a list
of careers which satisfies your preferences.
Through repeated use of this process, you
lain valuable, life-long insights into your
career goals. Contains hundreds of careers,
with detailed information about each. Disk
only, requires 32K: $59.95.
MMG MICRO SOFTWARE
GRAPHICS TITLEB
Now you can design fantastic introductions
or stunning visual displays for your own
programs, and give that professional touch to
your efforts. Supports 4 graphics modes,
including high-resolution, multicolor mode 7.5!
Allows mixing of text and graphics in any of
the graphics modes, includes both horizontal
and vertical fine-scrolling routines for text
using multiple letter sizes on the same line!
The replicate command allows you to draw
an object once, and copy it all over the
screen with a single command! Disk only,
requires 40K: $39.95.
MMG BUSINESS PROGRAMS
MAIL LIST 40K $39.95
MMG DATA MANAGER 40K $49.35
MMG FORM LETTER WRITER 40K $29.95
MMG GENERAL LEDGER 40K $99.95
MMG ACCOUNTS RECEIVABLE 40K $99.95
MMG ACCOUNTS PAYABLE 40K $99.95
MMG INVENTORY CONTROL 40K $99.95
MMG PAYROLL 40K $99.95
Available At Your Favorite Computer Store OR Send a Check or Money Order to:
MMG MICRO SOFTWARE • P.O. Box 131 • Marlboro, New Jersey 07746
OR CALL
(201)431-3472
Please add $3.00 for postage and handling
For MasterCard, Visa or COD Deliveries atari is a registered trademark of ATARI, inc.
N.J. Residents add 6% for sales tax
Program 7:
Machine Language Circle Drawing Subroutine
10 REM 28000- IS SUBROUTINE
20 SDSUB 28000
30 END
28000
FOR ]
=0 TO 758-READ A:POI
72+1,
A:NEXT I
28010
RETURN
28672
DATA
104, 104, :
141,5,6, 104
28678
DATA
141,4,6,
104, 141,7
28684
DATA
6, 104, 141 ,6,6, 104
28690
DATA
141,9,6,
141 , 12,6
28696
DATA
104, 141,8,6,141,11
28702
DATA
6, 104, 104, 141 , 10,6
28708
DATA
201 , 3, 144, 1 , 96, 169
28714
DATA
0,141,13,
, 6, 141 , 14
28720
DATA
6, 141,15,
, 6, 141 , 16
28726
DATA
6,24, 173,
,4,6, 109
28732
DATA
11,6, 141,
,25,6, 173
28738
DATA
5,6, 109, ^
12,6, 141
28744
DATA
26,6,24, :
173,4,6
28750
DATA
109, 13, 6,
. 141,29,6
28756
DATA
173,5,6, :
L09, 14,6
28762
DATA
141 , 30, 6,
. 56, 173, 4
28768
DATA
6, 237, 1 1 ,
.6, 141,27
28774
DATA
6, 173, 5, 6, 237, 12
28780
DATA
6, 141 ,28,
, 6, 56, 173
28786
DATA
4, 6, 237, .
13, 6, 141
28792
DATA
31 ,6, 173,
,5,6, 141
2879B
DATA
14,6, 141
, 32, 6, 24
28804
DATA
173,6,6,
109, 11,6
28810
DATA
141 , 33, 6,
, 173,7,6
28816
DATA
109, 12,6,
,141,34,6
2B822
DATA
24, 173,6
,6,109, 13
28828
DATA
6, 141 , 37,
,6,173,7
28834
DATA
6, 109, 14
,6, 141 , 38
28840
DATA
6,56, 173
,6,6,237
28846
DATA
11,6, 141
, 35, 6, 173
28852
DATA
7,6,237,
12,6, 141
28858
DATA
36,6,56,
173,6,6
28864
DATA
237, 13,6
p 141 , 39,6
28870
DATA
173, 7, 6, 237, 14, 6
28876
DATA
141,40,6
, 173,25,6
28882
DATA
141,0,6,
173,26,6
28888
DATA
141, 1,6,
173,37,6
28894
DATA
141,2,6,
173,38,6
28900
DATA
141,3, 6, 32, 106, 114
28906
DATA
173,27,6
, 141,0,6
28912
DATA
173,28,6
,141, 1,6
28918
DATA
32, 106, 1
14, 173,25,6
28924
DATA
141,0,6,
173, 26,6
28930
DATA
141, 1,6,
173,39,6
28936
DATA
141,2,6,
173, 40, 6
28942
DATA
141,3,6,:
52, 106, 114
28948
DATA
173, 27,6
, 141,0,6
28954
DATA
173,28,6
p 1 4 1 , 1 , 6
28960
DATA
32, 106, 1
14, 173,29,6
28966
DATA
141,0,6,
173,30,6
28972
DATA
141,1,6,
173,33,6
28978
DATA
141,2,6,
173,34,6
28984
DATA
141,3,6,:
52, 106, 114
28990
DATA
173,31 ,6
, 141,0,6
28996
DATA
173,32,6
,141, 1,6
29002
DATA
32, 106, 1
14, 173,29,6
29008
DATA
141,0,6,
173, 30, 6
29014
DATA
14 1,1,6,
173,35,6
29020
DATA
14 1,2,6,
17 3,36, 6
29026
DATA
141,3,6,
32, 106, 114
29032
DATA
173,31,6
, 141,0,6
2903B
DATA
173,32,6
, 141, 1,6
29044
DATA
32, 106, 1
14, 173, 14,6
29050
DATA
205, 12,6
,240,3, 144
29056
DATA
29062
DATA
29068
DATA
29074
DATA
29080
DATA
29086
DATA
29092
DATA
29098
DATA
29104
DATA
291 10
DATA
291 16
DATA
29122
DATA
29128
DATA
29134
DATA
29140
DATA
29 146
DATA
29152
DATA
29158
DATA
29164
DATA
29170
DATA
29176
DATA
29182
DATA
29188
DATA
29194
DATA
29200
DATA
29206
DATA
29212
DATA
29218
DATA
29224
DATA
29230
DATA
29236
DATA
29242
DATA
29248
DATA
29254
DATA
29260
DATA
29266
DATA
29272
DATA
29278
DATA
29284
DATA
29290
DATA
29296
DATA
29302
DATA
29308
DATA
29314
DATA
29320
DATA
29326
DATA
29332
DATA
29338
DATA
29344
DATA
29350
DATA
29356
DATA
29362
DATA
29368
DATA
29374
DATA
29380
DATA
29386
DATA
29392
DATA
29398
DATA
29404
DATA
29410
DATA
29416
DATA
29422
DATA
29428
DATA
10, 96, 173, 13,6, 205
1 1 , 6, 144, 1 , 96, 173
1 1 , 6, 133, 4, 173, 12
6, 133,5, 173, 13, 6
133,205, 173, 14, 6, 133
206,6, 4, 38, 5, 6
205,38,206,56, 165,205
109, 15,6, 141, 17,6
165, 206, 109, 16, 6, 141
IB, 6, 24, 173, 17,6
229, 4,141, 19, 6, 173
18,6,229,5, 141 ,20
6, 173, 18,6, 16, 27
73, 255, 141 , 22, 6, 173
17, 6, 73, 255, 24, 105
1, 14 1 ,21,6, 173,22
6, 105, 0, 141 , 22, 6
24, 144,9, 141,22,6
173, 17, 6, 14 1 , 21 , 6
173,20,6, 16,27, 73
255, 141 , 24, 6, 173, 19
6,73,255, 24, 105, 1
141,23,6, 173,24,6
105,0, 141 ,24, 6, 24
144,9, 141,24,6, 173
19, 6, 14 1 , 23, 6, 173
17,6, 141, 15,6, 173
18,6, 141 , 16, 6, 24
173, 13,6, 105, 1, 141
13,6, 173, 14, 6, 105
0, 141, 14,6, 173,22
6,205,24,6, 144,39
208,8, 173,21 , 6,205
23,6, 144,29, 173, 19
6, 141, 15,6, 173,20
6, 141, 16,6,56, 173
11,6, 233, 1,141,11
6, 173, 12, 6, 233, 0
141, 12,6,76,55, 112
173, 2, 6, 133, 205, 169
0, 133, 206, 6, 205, 38
206,6, 205,38, 206, 6
205, 38, 206, 165, 205, 133
4, 165, 206, 133, 5,6
205,38,206,6,205,38
206,24, 165,205, 101,4
133, 205, 165, 206, 101,5
133,206, 173,0, 6, 133
4, 173, 1 , 6, 133, 5
70, 5, 102, 4,70, 5
102,4,70,5, 102,4
24, 165, 205, 101 , 4, 133
205, 165, 206, 10 1,5, 133
206,24, 165,205, 101,88
133, 205, 165, 206, 101 , 89
133, 206, 173,0, 6, 41
7, 170, 160, 0, 173, 10
6,208, 10, 189,41 ,6
73,255,49,205, 145,205
96, 201 , 1 , 208,8, 189
41,6, 17,205, 145,205
96, 189, 41,6,81, 205
145,205, 96,0, 0, 0
COMPUTE!
The Resource
168 COMPUTE! Jutv1983
COMPUTERS
Second Book Of Atari
After only three years on the market
the Atari 400/800 microcomputers
have become among the most
popular personal computers ever
made. So it was no surprise when
COMPUTErs First Book of Atari a
collection of the best Atari articles
published during 1980-81 in
COMPUTE! Magazine, also became"
a "bestseller" with Atari enthusiasts.
The first printing sold out in just a
few months.
That's why we've followed up
with COMPUTErs Second Book of
Atari. Available immediately, the
Second Book of Atari continues
COMPUTEi's tradition for personal
computer users.
But the Second Book of Atari
differs from the First Book in one
important respect - all the articles
are totally new and previously
unpublished. The Second Book of
Aar/ includes such interesting
articles as "Page Flipping/' "Fun
With Scrolling/' "Perfect Pitch/'
"Player-IVIissile Drawing Editor/'
and 'TextPlot Makes a Game/'
Whole chapters are devoted to
subjects such as "Advanced
Graphics and Game Utilities/'
"Programming Techniques;" and
"Beyond BASIC/' With 250 pages -
more than 25 percent thicker than
the First Book at the same price -
the Second Book of Atari is crammed
with information and ready-to-type
program listings. And the book is
spiral-bound to lie flat and is fully
indexed for quick reference.
Best of all COMPUTErs Second
Book of Atari, like COMPUTE!
Magazine itself, is written and edited
to appeal to all computer enthusiasts
at only SI 2.95.
IV InrroJucrinn
1 Chapter One. Utilitjes f^olurrLock
2 Atari BASIC Joystick Ruurine"
5 Joystick Tester .... KirkOresg
7 f^^-v'^'-arJInpiit Or Contn'>lled Escape RoK'rt R..chon
9 POKE TAB In BASIC ^ '^''^'" ^^'" <-'le^e
II J!"' '^^ ^'^"""^ Screen Dump' .' .' ''T"','v?- ^'''^
15 Memory Test * ' " * ^^^^^'id Nevvcnrn
,^n'?f^^'^^f"nsMnn,pML,tinn Trick. n i t: r^
26 Usin, The Atnri Forced Read Mode ^'"i ^/,9'^'-'"'
33 A Simple Screen Editor For Ariri I>,f. Fil'. ,' '" " ■'""^"-'
36 Plotting Made Easy . . . " ' ' ' " '-="^^-r<-'n':c R. Stark
41 Graphics Generator -'"'^" Scarborough
44 Analyze YourProgran.: An Atari RASICUtiii-tv ' ''''''^''^.^'^^
SI h..de Atan M.crosoft BASIC: A First Look . . ^ : ; : ^,.. ^^^^^
SiSSfi:/'''""- ^•'^^"«*' ^-P*^'" And Games
55 Player-Missile Drawini- Editor .. ^^^
67 Point Set Graphics ... ^ "■ F"ersrer
76 Page Flipping . Uuiglas Winsand
78 An Introduction To Display List Interrupts R><;1< Williams
85 t.xtendmg Atari High Re.solurion Graphic ^'^'" ^=!^=^''"
85 Part 1: The Polygon Fill Subroutine Ph.I Dunn
92 Part 2: Textured Graphics
114 Part 3: Multi-colored Graphics In Mode 8
1 60 Textp|(,t Makes A Game
169 Fun With Scrolling . . ^"^'^ P'otkin
lal A ^ '^!^^*'^'- Applications.
185 A Simple Text Editor
194 The Atari Keyboard Speaks Our Osvaldo Ramirez
198 Atar. Screen L Strip S;tR order hT''^^' 't?
209 Fast Banner ■'•-.... Helmut Schmidt
213 Perfect Pitch . . ' * ' Sol Guber
21 9 Chapter Five. Beyond BASIC ^'"^^"^''
221 Put Your USR Code Into A RA'^inn a
2« r;^s::s^^:::s:- ^^^-"^ • ■ • ■ ^ ^-^-^ aC"
2AR T . r- ' ^^^^^^ Kastenht)l2
^*« Listmo Conventions
249 Index
beginners and experts alike. Priced
Available at computer dealers and bookstores nationwide. To order directly call TOLL FREE 800-334-0868.
In North Carolina call 91 9-275-9809. Or send check or money order to COMPUTEI Books, P.O. Box
5406, Greensboro. NC 27403.
A(tti S2 00 shippng rind handiing, OutMdc the U.S. ^dd S5.00 for air mM S2.00 for surface mail AH orders prepaid, U.S. funds only
PET Uncompactor
David L Evans
The PET Compactor pro^raui (lull/ 1982) iiHisn populnr,
very fast way to squeeze a BASIC pro^^ram iiito the
smallest amount of memory possible. It created
"metalines/' some far longer than SO characters, itsin^^
a new line number only xvhen the program's lo^ic de-
manded it. Here's the companion utility. Also written
entirely in machine lan^tnige (and requiring Upgrade
or 4.0 BASIC, with disk), the Uucompactor stretches a
compact BASIC program out iiito main/ small lines.
This makes modifications and program aiialysis easier.
Often, a compacted program cannot be clianged at all
without behig uncompacted first. The program is pro-
vided as a hex dump, with instructions on hoio to enter
it into your PET.
This machine language routine uncompacts fast.
In fact, it represents a 3300% increase in speed
over an uncompactor written in BASIC.
Unlike my "Compactor" program published
last year, it requires tw changes to run on either
Upgrade or 4.0 PET BASIC. It achieves this by
making heavy use of the "kernal" (the jump table
located at the top of memory in all PET/CBMs).
The kernal is used to PRINT, OPEN and CLOSE
files, GET and INPUT bytes, and to restore the
original environment (default parameters) of
the PET,
The routines to GET, INPUT, and RESTORE
are all straightforward; all the user does is execute
a subroutine call to the desired routine.
For example, to use the routine RESTORE,
the user types:
JSR$FFCC
Both of the routines to GET and INPUT return
the value that was input into the accumulator.
The PRINT routine QSR $FFD2) requires that
the accumulator be loaded with the byte that the
user wishes to be printed. The routine to set the
OUTPUT or INPUT device also requires the user
to set up some parameters before calling them.
The user must first open the file to be accessed,
then load the X-register with the file number, and
170 COMPlfrt! July 1983
finally execute a subroutine call to the routine
desireci.
Example: To print a colon to file number two,
do the following (this assumes that file number
two has been opened):
LDX #$02
jSR $FFC9 ; set current output device
LDA #$3A
JSR $FFD2 ; print a colon
JSR $FFCC ; restore default devices
All the routines discussed above are widely
used. The routines to OPEN and CLOSE files,
however, are not as well-known. Each routine
requires that you have, somewhere in memory, a
string of characters containing the OPEN/CLOSE
command. BASIC is informed where the com-
mand string is, by setting locations $77 and $78 to
point to it.
Example: To open file number 15,8,15, type
the following:
LDA #<COMAND
STA $77
LDA #>COMAND
STA $78
JSR $FFCO ;open the file
COMAND .BYTE '15,8,15'
Note: My assembler uses "<" to load the LSB of a
label and ">" to load the MSB of a label. To CLOSE
a file, the same procedure is used.
The program is provided in the form of a hex
dump of memory. To enter this into your com-
puter, invoke the built-in monitor by typing SYS
4. Next, display the first block of memory by
typing m 0400 047f . Type over the numbers already
in memory with the new values in the program,
hitting RETURN after each line of eight bytes.
Repeat this procedure for the following blocks of
memory until all changes have been made. Then
save the program to disk by typing:
S "UNCOMPACTOR", 08, 0400, 08E7
Since the program occupies the normal BASIC
program area, and since the first 13 bytes consti-
tute a short ''self-calling" routine, the program
can be loaded and run as if it were in BASIC.
It is not necessary to initialize the drives used;
the program will automatically do it for you. If
the output file name exists on the destination
diskette, the program will overlay it. Follow the
directions printed on the screen and your program
will then be uncompacted. When the program is
finished, LOAD the new version of your program
and type the CLR command. This is necessary to
relink the BASIC program. Be sure to reSAVE
your CLRed program or else you will lose it.
For those who do not want to type this in.
send $3 and a tape or disk along with a SASE mailer
to the address below. If you send a disk, I have
DOS 2.0 so all disks will be written in DOS 2.0.
I have source code available in CBM assembler
format. If you would hke a copy of the source
code, be sure to make a note of it when you send
for a copy of my program.
David L. Evans
2202 Ellis Avenue
Caldweli ID 83605
PET Moohine Language Uncompaotor.
0400
0408
0410
0418
0420
0428
0430
0438
0440
0448
0450
0458
0460
0468
0470
0478
0480
0488
0490
0498
04A0
04A8
04B0
04B8
04C0
04C8
04D0
04D8
04E0
04E8
04F0
04F8
0500
0508
0510
0518
0520
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0530
0538
0540
0548
0550
0558
0560
0568
0570
0578
0580
0588
0590
0598
05A0
00 0E
33 37
01 A9
91 01
02 E0
07 20
08 F0
F5 20
9D Fl
A0 00
Fl 08
08 C9
C4 AD
A2 7E
00 BD
09 E8
0D F0
lA D0
F0 07
F4 AD
C9 31
3A D0
A5 78
77 A9
A2 0F
CD ID
D2 FF
A9 0D
D2 FF
A9 0D
20 10
08 85
07 A9
78 20
AB A0
06 A2
08 20
D2 FF
D0 11
09 FF
20 CC
D0 46
AD E9
08 D0
08 AE
06 20
FF 20
02 FF
20 CC
99 6B
20 F9
EE 08
12 20
04 FF
00 00
08 85
C8 D0
0B D0
E8 06
06 9D
OF FF
08 E8
B9 94
E8 C8
30 F0
F9 08
A0 08
D9 08
D0 F5
08 9D
Fl A0
90 15
ID 09
00 C4
BD A5
80 E3
08 85
20 C9
09 F0
AD F8
20 02
AD ID
20 02
07 A9
78 20
15 85
C0 FF
08 20
06 20
D2 FF
20 CC
20 FF
AD E5
FF A9
AD E8
08 8D
03 4C
EB 08
C9 FF
D2 FF
AD ED
FF A0
09 F0
06 18
90 03
F9 06
FF 9£
00 A9
02 A0
FB E6
F3 A2
A2 00
Fl 08
C9 00
E0 19
08 F0
00 F4
04 C9
C9 3A
20 E8
F0 06
20 OF
15 09
00 B9
09 E8
C9 30
AD IE
77 8D
08 A9
78 20
FF AD
10 A9
08 20
FF A9
09 20
FF 20
Fl 85
C0 FF
77 A9
20 10
E8 06
C9 FF
AD E5
FF AD
06 A2
08 20
01 80
08 80
EB 08
A5 06
20 53
A9 01
AD EC
08 20
01 20
03 C8
60 E4
BE EE
80 E9
31 30
E2 85
00 98
02 A6
EC A0
BD 01
E8 D0
F0 08
00 Fl
07 90
AO F8
31 00
00 BO
06 A2
90 15
FF C9
E8 E0
9A 08
C8 00
F0 04
09 C9
E2 08
C9 85
C0 FF
F8 08
49 20
02 FF
49 20
02 FP
CC FF
77 A9
20 10
09 85
07 A2
20 F9
AO E4
08 20
E4 08
06 20
02 FF
F0 08
EA 08
AO EE
AO EA
07 A2
20 D2
08 20
02 FF
FF 06
00 F5
08 8D
08 F0
08 8D
05A8
05B0
05B8
05C0
05C8
05D0
05D8
05E0
05E8
05F0
05F8
0600
0608
0610
0618
0620
0628
0630
0638
0640
0648
0650
0658
0660
0668
0670
0678
0680
0688
0690
0698
06A0
06A8
06B0
06B8
06C0
06C8
0600
0608
06E0
06E8
06F0
06F8
0700
0708
0710
0718
0720
0728
0730
0738
0740
0748
ED 08
BD EC
A9 00
01 B9
C0 01
EA 08
EA 08
EB 08
8B 06
00 20
FF 20
02 FF
20 CC
20 F0
A8 A9
A9 9B
80 D9
D9 6B
6B 09
09 90
F0 20
19 A2
09 20
03 C8
4A 05
lA A2
09 20
B9 6B
00 D0
B9 6B
FF B9
ci 05
C9 FF
02 FF
08 20
A9 08
C4 85
C3 FF
85 78
85 7?
86 01
F0 06
60 20
05 20
20 CC
A2 0F
E4 FF
03 E8
39 09
00 20
00 BO
00 F0
AD E2
AD E4
08 AO
80 P0
6B 09
D0 03
D0 03
CD E8
CD E9
A2 06
D2 FF
D2 FF
AO EB
FP C8
F8 C9
81 D9
D9 6B
6B 09
09 90
B0 2E
27 A9
A9 8D
06 20
D2 FF
00 ED
B9 6B
06 20
D2 FF
09 C9
E6 A2
09 20
6B 09
40 4A
A9 00
20 CC
E8 06
85 78
77 A9
A9 C6
20 C3
AO E3
84 02
20 D2
FF 06
06 FP
FP 68
20 C6
9D 39
D0 F3
C9 32
D2 FF
39 09
03 E8
08 85
08 80
F0 08
08 F0
C9 3A
4C 8B
EE EB
08 90
08 90
20 09
A9 01
AD EA
08 20
B9 6B
3A F0
6B 09
09 90
F0 23
IC A9
A9 90
80 D9
D9 6B
C9 FF
B9 6B
20 CC
09 C9
09 FF
20 CO
22 F0
06 20
D2 FP
F0 04
05 A2
20 D2
FF A2
A9 02
20 03
08 85
85 77
FF AD
08 B5
A0 00
FF 08
8D E4
20 E4
80 E5
FF A2
09 C9
20 CC
B0 01
20 02
20 02
D0 F3
77 AD
E8 08
F0 07
8B A0
00 51
06 EE
08 AD
0B AD
03 40
FF A9
20 02
08 20
D2 FP
09 09
F4 00
B0 4A
43 A9
A9 99
3A D9
D9 6B
6B 09
09 F0
B9 6B
09 F0
FF 40
22 D0
B9 6B
FF OS
04 C9
09 FF
20 CC
C8 40
06 20
FF 20
A0 A0
85 77
FF A9
78 20
A9 08
E2 08
78 60
Bl 01
00 F6
08 A2
FF 48
08 60
00 20
00 F0
FF AD
60 A9
FF A2
FF 09
68 68
E3 08
0750
0758
0760
0768
0770
0778
0780
0788
0790
0798
07A0
07A8
07B0
07B8
07C0
0708
07D0
07D8
07E0
07E8
07P0
07F8
0800
0808
0810
0818
0820
0828
0830
0838
0840
0848
0850
0858
0860
0868
0870
0878
0880
0888
0890
0898
08A0
08A8
08B0
08B8
0800
0808
0800
0808
08E0
85 78
08 A9
FF 20
08 A2
B4 07
08 F9
08 E8
E6 08
8A 00
A9 20
08 09
00 08
30 40
64 00
20 20
4E 45
41 47
40 50
00 0D
56 49
53 00
52 20
41 4D
20 54
56 45
52 0D
44 49
0D 0D
45 3A
49 40
0D 44
53 41
48 20
54 50
45 20
00 00
20 46
40 45
4F 55
49 40
20 3F
22 00
93 12
0D 0D
49 4E
49 4E
0D 00
00 31
00 35
00 36
40 00
60 80
20 20
02 FF
00 AD
80 E6
B4 07
88 40
79 B4
09 20
00 07
30 20
90 BO
02 FF
0A 00
20 40
20 40
45 20
41 43
42 59
44 20
00 00
46 49
45 20
48 45
20 4E
00 50
4E 47
45 58
20 20
45 4E
4F 20
4D 45
54 48
55 54
4E 41
00 49
49 4C
20 3F
54 50
45 20
20 00
20 50
44 4F
00 93
47 20
45 2E
36 00
35 20
20 38
20 38
00 00
E6 08
D2 FF
A0 00
E6 08
08 AD
90 08
6B 07
07 80
EF 08
A2 80
D2 FF
AD E6
10 27
93 20
41 43
41 4E
55 4E
54 4F
3A 20
45 56
45 4E
4C 45
57 49
20 44
55 4D
52 45
20 49
41 4D
20 30
41 4D
54 48
20 57
45 20
20 46
40 45
4E 50
45 20
20 00
55 54
4E 41
20 50
20 57
4E 45
57 4F
4F 4E
2E 2E
35 00
38 20
20 35
20 36
00 00
BE E7
20 02
80 EF
38 F9
E7 08
80 E7
88 AD
K6 08
30 09
8E EF
08 08
08 09
E8 03
20 20
48 49
47 55
43 4F
52 00
44 41
41 4E
54 45
20 4E
54 48
52 49
42 45
43 45
54 2E
50 40
3A 46
45 00
45 20
49 54
4F 55
49 40
2E 00
55 54
4E 41
0D 0D
20 46
4D 45
20 52
22 00
00 00
52 4B
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31 35
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20 22
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July19S3 COMPUTE! 171
statistical Test Of Commodore
And Radio Sliacic I^ND
Brian Flynn
This article provides a statistical test of the randomness
of your BASIC'S random number generator. Versio7is
of the program for TRS-80 Color Computers with Ex-
tended Color BASIC and for PET/CBM, VIC, and 64
computers are provided. To use the TRS-80 version
loith non-Extended BASIC, you must substitute the
value of square root of N for SQR(N) in lines 6110 and
6120, since non-Extended Color BASIC has no square
root function, (SQRaOOO) = 31.6228.) Alternatively,
the Color BASIC manual lists a square root routine on
page 116. The only changes necessary to use the PET I
CBM version on the VlC-20 or Commodore 64 are to
adapt the PRINT statements to the smaller screen sizes.
As presented, the program takes several hours to
sort each subsequence. Thus, several days would be
required for a complete program run. Each of the fol-
lowing options significantly reduces the required execu-
tion time:
1 . Replace the sort routine (Module 5) with a faster
sorting routine. (See "'All Sorts of BASIC Sorts,''
COMPUTI!, December 1982, #31.)
2. Compile the program before running it. (Of
course, to do this you must have a BASIC
compiler.)
3. Reduce the number of fractions specified in
the DATA statement of line 2020.
The phrase "Kolmogorov-Smirnov" brings to
mind the vision of a big white dog, a beautiful
princess, and a bearded, virile, vodka-drinking
czar. In reaHty, hov^ever, "Kolmogorov-Smirnov"
is not this imaginary troika from pre-Bolshevik
days, but rather a statistical test, named after two
Russian mathematicians, for trying to determine
how ^well values from a sample match values from
a specified population.
The test is often used to examine the degree
of randomness of sequences of fractions generated
by the computer from a uniform distribution.
This article explains the Kolmogorov-Smirnov
172 COMPUTE* July 1983
test in more detail, and then uses the test to
evaluate the quality of the random number gener-
ator in Microsoft's BASIC compiler for the TRS-80
and Commodore computers.
Kolmogorov-Smirnov Test
The command "RND(Or in TRS-80 BASIC gener-
ates a fraction from a uniform distribution between
0 and 1, exclusive. In this distribution, graphed in
Figure 1, the probability of drawing a fraction
between 0.0 and 0.1, in a one-shot selection, is
equal to the probability of drawing a fraction be-
tween 0.1 and 0.2, or 0.2 and 0.3, and so on. In
each case, the probability is 1/10 since the distri-
bution is divided into ten equal parts.
Now, the Kolmogorov-Smirnov test uses
cumulative rather than absolute relative frequency
distributions. Referring again to the uniform dis-
tribution of Figure 1, note that the probability of
drawing a fraction less than or equal to 0.2 is 1/
10 + 1/10, or 0.2. Similarly, the probability of
drawing a fraction less than or equal to 0.3 is 1/
10 + 1/10 + 1/10, or 0.3. In general, the probability
of selecting a fraction less than or equal to some
number X is simply X, where X ranges from 0 to
1. The distribution based upon these cumulative
probabilities is graphed in Figure 2.
The essence of the Kolmogorov-Smirnov test
is comparing theoretical and empirical cumulative
frequency distributions. An example of the latter
type of distribution is based upon the following
sequence of ten fractions, rounded to three deci-
mal places, generated by executing "RND(O)" on
a Honeywell computer: 0.789, 0.528, 0.871, 0.097,
0.276, 0.434, 0.711, 0.535, 0.776, and 0.918. If the
sample sequence is random, then the empirical
cumulative frequency distribution, based upon
observed values sorted in ascending order, should
approximate the theoretical one. These distribu-
tions are compared in Table 1 and Figure 3.
These two displays reveal that the observed
fractions are a little too high, and that the empirical
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July 1983 COMPUTE! 173
distribution is therefore a little too low. But is it so
low that we reject the null hypothesis of a random
sequence? The following two test statistics are
used to answer this question (Professor Knuth, p.
^^y K^ =^/;^ max{ j/n - F(Xj)} and
K-=V^ m.ix{F(Xj) - (j-l)/n3 , for j = 1, 2, .... n.
The symbol K"^ is the maximum vertical distance
between the two curves w^hen the empirical dis-
tribution is higher than the theoretical distribu-
tion, and K" is the maximum distance when the
empirical distribution is lower. Further, n is the
sample size, ten in this case. And F(Xj) is the
theoretical cumulative frequency for the j*^^ obser-
vation. For example, F(X]) = 0.097 since 9.7% of
all values from a uniform distributitin are < 0.097.
Similarly, F(X^) = 0,276, and so on.
For our data, K"'= 0.259 and K' = 0.740. Re-
ferencing Kolmogorov-Smirnov critical values
(Professor Knuth, p. 44), both of these statistics
fall in the acceptance region for the null hypothesis
at the 10y*> level of significance, using a two-tail
test (5% of the distribution's area is under each
tail). Hence, we can't label the observed sequence
of fractions " no n random/'
A Practical Application
The quality of the random number generator in
Microsoft's BASIC is examined here, using the
computer program listed at the end of the article.
Specifically, the degree of randomness of the se-
quence of the first 50,000 fractions generated by
RND(O) is investigated. This is done by performing
the Kolmogorov-Smirnov test on each successive
interval of 1,000 fractions within the total se-
quence. Hence, 50 values of the K"^ statistic and
50 values of the K' statistic arc tallied.
Test results, summarized in Table 2, reveal
that the K"*" and K" values always fall within the
middle 98 percentile portion of the distribution.
And they fall within the middle 90 percentile part
92 out of 100 times. These results suggest that the
random number generator is a good one.
As an additional check, however, the
Kolmogorov-Smirnov testis applied once again,
this time to the 50 K"^ values and to the 50 K" values
from before. As Professor Knuth indicates (p, 45),
this enables us "... to detect both local and global
nonrandom behavior." Test results, using
F(X) = l-e''^^
as the cumulative frequency distribution for the K
values, are:
K+ K-
Based on SOKE'S 0.217 0.650
Based on 50 K's 0,875 0.111
In all four cases, the null hypothesis of a random
sequence is not rejected at the 2% level of signifi-
cance, in a two-tail test. At the 10% level of sig-
nificance H^, is rejected one out of four times, with
0.111 the guilty value.
17-d COMPUTE! July 1983
The Kolmogorov-Smirnov test is useful in
examining the randomness of sequences of frac-
tions generated by RND(O). But remember, no
random number generator is perfect. And just
because a sequence passes one statistical test does
not mean that it will pass a second.
References
Knuth, Donald E. The Art of Computer Pro^rmuming,
Vol. 2. Reading: Addison- Wesley Publishing
Company, Inc., 1971.
Lapin, Lawrence L. Statistics for Motlern Busities^s
Decisions. New York: Harcourt Brace Jovanovich,
Inc., 1973, pp. 422-426.
Table 1: Sample And Theoretical
Cumulative Relative Frequencies
Sample
Theoretical
Cumulative
Cumulative
Fraction
Frequency
Frequency
0.097
0.1
0.097
0.276
0.2
0.276
0.434
0.3
0.434
0.528
0.4
0.528
0.535
0-5
0.535
0.711
0.6
0.711
0.776
0.7
0.776
0.789
0.8
0.789
0.871
0.9
0.871
0.918
1.0
0.918
Note that the theoretical cumulative frequency
always ecquals the value of the observed fraction. This
is because the probability of drawing a fraction less
than or equal to, say, 0.276, is 0,276, where the popu-
lation is the uniform distribution between 0 and 1 .
Table 2:
Kolmogorov-Smirnov Test Results
H,^: The sequence is random
H^^: The sequence is nonrandom
Number Of Times In 50
Level Of Critical Values Trials That H^ Is Rejected
Significance Lower Upper K^ K"
2%
0.066
1.511
0
0
10%
0.156
1.219
4
4
50%
0.375
0.828
26
26
Note: The level of significance is the probability of
rejecting H^, when H,, is in fact true.
Figure 1.
Uniform Distribution Between 0 And 1
Relative
Frequency
1,0
Value
0.0
0.2
0.4
0.6
0.8
1.0
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July 1983 COMPIHEi 175
Figure 2.
Probability Of Drawing A Fraction Less Than
Or Equal To X
Probability
F(X)
0.8
0.4-
0.0 0.2 0.4 0.6 0.8 1.0
Figure 3.
Comparison Of Theoretical And Sample
Cumulative Relative Frequency Distributions
0.0 0.2 0.4 0.6 0.8 1.0
Color Computer Version.
40 REM SALIENT SYMBOLS AND ARRAYS
50 REM MODULE 1
60 REM FIRST LEVEL SUBROUTINES
70 REM MODULE 2 - INITIALIZE
80 GOSUB 2000
90 REM MODULE 3 - PERFORM TEST
100 GOSUB 3000
110 REM SECOND LEVEL SUBROUTINES
120 REM MODULE 4 - GENERATE A SEQUENCE OF FRA
CTIONS
130 REM MODULE 5 - SORT FRACTIONS IN ASCENDIN
G ORDER
140 REM MODULE 6 - TALLY TEST STATISTICS
150 REM MODULE 7 - PRINT RESULTS
160 END
1000 REM MODULE 1
1010 REM SALIENT SYMBOLS
1020 REM KMINUS = PROFESSOR KNUTH'S K- STATIST
IC
1030 REM KPLUS = PROFESSOR KNUTH'S K+ STATISTI
C
1040 REM N = NUMBER OF FRACTIONS IN A SUBSEQUE
NCE
1050 REM T ^ TOTAL NUMBER OF FRACTIONS
1060 REM ARRAYS
1070 REM U = VECTOR OF VALUES FROM A UNIFORM D
ISTRIBUTION
2000 REM MODULE 2
2010 REM TOTAL NUMBER OF FRACTIONS GENERATED &
NUMBER IN EACH SUBSEQUENCE
2020 DATA 50000,1000
2030 READ T,N
2040 DIM U(N)
20S0 REM HEADING
2060 CLS
176 COMPUTEI July 1983
2070 PRINT"THIS PROGRAM PERFORMS THE KOLMOGOROV
-SMIRNOV (KS) TEST OF"
2080 PRINT"RANDOMNESS ON A SEQUENCE OF FRACTION
S FROM A UNIFORM"
2090 PRINT"DISTRIBUTION BETWEEN 0 AND 1."
2100 PRINT
2110 PRINT"THIS IS DONE BY APPLYING THE KS TEST
TO SUBSEQUENCES"
2120 PRINT*DF THE TOTAL SEQUENCE:"
2130 PRINT
2140 PRINT" TOTAL NUMBER OF FRACTIONS GENERATED
2150 PRINT"NUMBER IN EACH SUBSEQUENCE = ";N
2160 PRINT
2170 PRINT"CHANGE THE ELEMENTS IN THE DATA STAT
EMENT OF LINE 2020"
2180 PRINT"FOR DIFFERENT VALUES,"
2190 PRINT
2200 PRINT" HIT 'ENTER' TO PROCEED" : INPUT 2$
2 210 RETURN
3000 REM MODULE 3
3010 CLS
3020 BK$ = "
R
3 030 PRINT TABC20) "KOLMOGOROV-SMIRNOV TEST"
3040 FOR 1=1 TO T STEP N
3050 REM PRINT SUBSEQUENCE
3060 PRINT @64,BKS
3070 PRINT @64, "FRACTIONS :";!;" TO ";I+N-1
3080 REM GENERATE SEQUENCE OF FRACTIONS
3090 PRINT @192,"** GENERATING FRACTIONS ..,
n
3100 GOSUB 4000
3110 REM SORT FRACTIONS
3120 PRINT €192,"** SORTING FRACTIONS ...
H
3130 GOSUB 5000
3140 REM TALLY KS STATISTICS
3150 PRINT @192,"** TALLYING TEST STATISTICS ..
n
3160 GOSUB 6000
3170 REM PRINT RESULTS
3180 GOSUB 7000
3190 NEXT I
3200 RETURN
4000 REM MODULE 4
4010 FOR J = 1 TO N
4 0 20 U(J) = RND(0)
4030 NEXT J
4040 RETURN
5000 REM MODULE 5
5010 REM SUBSTITUTE "QUICK SORT" HERE FOR FAST
ER PROGRAM EXECUTION
5020 FOR J=l TO N-I
5030 FOR L=l TO N-J
5040 IF U(L+1)<U(L) THEN HOLD=U ( L+ 1 ) : U {L+1 ) =U {L
) :U{L)=HOLD
5050 NEXT L,J
5060 RETURN
6000 REM MODULE 6
6010 REM PROFESSOR KNUTH*S K+ AND K- STATISTICS
6020 KPLUS=0
6030 KMINUS=0
6040 FOR J=l TO N
6 0 50 QPLUS=J/N - U(J)
6060 QMINUS=U(J) - (J-l)/N
6070 IF QPLUS>KPLUS THEN KPLUS=QPLUS
6080 IF QMINUS>KMINUS THEN KMINUS-QMINUS
6090 NEXT J
6100 REM APPLY PROFESSOR KNUTH'S MULTIPLICATIV
E TERM
6110 KPLUS-SQR(N) *KPLUS
6120 KMINUS=SQR(N)*KMINUS
6130 RETURN
7000 REM MODULE 7
7010 PRINT @320,BK$
7020 PRINT 8384, BK$
7030 PRINT @320,"K+ = ";KPLUS
7040 PRINT @384,"K- = ";KMINUS
7 050 RETURN
Commodore Version.
5 " SORT FRACTIONS IN ASCENDIN
TALLY TEST STATISTICS
PRINT RESULTS
KPLUS = PROFESSOR KNUTH'S K+ STATISTI
N = NUMBER OF FRACTIONS IN A SUBSEQUE
40 REM SALIENT SYMBOLS AND ARRAYS
50 REM MODULE 1
60 REM FIRST LEVEL SUBROUTINES
70 REM MODULE 2 - INITIALIZE
80 GOSUB 2000
9 0 REM MODULE 3 - PERFORM TEST
100 GOSUB 3000
110 REM SECOND LEVEL SUBROUTINES
120 REM MODULE 4 - GENERATE A SEQUENCE OF FRA
CTIONS
130 REM MODULE
G ORDER
140 REM MODULE
150 REM MODULE
160 END
1000 REM MODULE 1
1010 REM SALIENT SYMBOLS
1020 REM KMINUS = PROFESSOR KNUTH'S K- STATIST
IC
1030 REM
C
1040 REM
NCE
1050 REM T = TOTAL NUMBER OF FRACTIONS
1060 REM ARRAYS
1070 REM U = VECTOR OF VALUES FROM A UNIFORM D
ISTRIBUTION
2000 REM MODULE 2
2010 REM TOTAL NUMBER OF FRACTIONS GENERATED &
NUMBER IN EACH SUBSEQUENCE
2020 DATA 50000,1000
2030 READ T,N
2040 DIM U(N)
2050 REM HEADING
2060 PRINT" {CLEAR}"
2070 PRINT"THIS PROGRAM PERFORMS THE KOLMOGOROV
^ It
2080 PRINT"SMIRNOV (KS) TEST OF RANDOMNESS ON A
H
2090 PRINT"SEQUENCE OF FRACTIONS FROM A UNIFORM
m
2100 PRINT"DISTRIBUTION BETWEEN 0 AND l.'*:PRINT
2110 PRINT"THIS IS DONE BY APPLYING THE KS TEST
TO"
2120 PRINT"SUBSEQUENCES OF THE TOTAL SEQUENCE:"
2130 PRINT
2140 PRINT"TOTAL NUMBER OF FRACTIONS = ** ; T
2150 PRINT"NUMBER IN EACH SUBSEQUENCE = ";N
2160 PRINT
2170 PRINT"CHANGE THE ELEMENTS IN THE DATA STAT
E-"
2180 PRINT"MENTS OF LINE 2020 FOR DIFFERENT VAL
UES."
2190 PRINT
2200 PRINT" HIT 'RETURN' TO PROCEED"
2210 GET Z$:IF Z$<>CHR$(13) THEN 2210
2220 RETURN
3000 REM MODULE 3
3010 PRINT" {CLEAR}"
3020 BK$ = "
3030 PRINT TAB(8) "KOLMOGOROV-SMIRNOV TEST"
3040 FOR 1=1 TO T STEP N
3050 REM PRINT SUBSEQUENCE
3060 PRINT" {04 DOWN}";BK$
3070 PRINT" {02 UP} FRACTIONS : " ; I ; "TO" ; I+N-1
3080 REM GENERATE SEQUENCE OF FRACTIONS
3090 PRINT" {04 DOWN}** GENERATING FRACTIONS .,.
n
3100 GOSUB 4000
3110 REM SORT FRACTIONS
3120 PRINT" {UP}** SORTING FRACTIONS ...
3130 GOSUB 5000
3140 REM TALLY KS STATISTICS
3150 PRINT" {UP}** TALLYING TEST STATISTICS ..*"
3160 GOSUB 6000
3170 REM PRINT RESULTS
3180 GOSUB 7000
3190 PRINT" {home} {DOWN} "
3200 NEXT I
3210 RETURN
4000 REM MODULE 4
4 010 FOR J = 1 TO N
4020 U(J) = RND(0)
4 030 NEXT J
4040 RETURN
5000 REM MODULE 2
5010 REM SUBSTITUTE "QUICK SORT" HERE FOR FAST
ER PROGRAM EXECUTION
5020 FOR J=l TO N-1
5030 FOR L=l TO N-J
5040 IF U{L+1)<U(L) THEN HOLD=U (L+1) : U (L+1) =U (L
) :U(L)=HOLD
5050 NEXT L,J
5060 RETURN
6000 REM MODULE 6
6010 REM PROFESSOR KNUTH'S K+ AND K- STATISTIC
S
6020 KPLUS=0
6030 KMINUS=0
6040 FOR J=l TO N
6050 QPLUS=J/N - U(J)
6060 QMINUS=U(J) - (J-l)/N
6070 IF QPLUS>KPLUS THEN KPLUS=QPLUS
6080 IF QMINUS>KMINUS THEN KMINUS^QMINUS
6090 NEXT J
6100 REM APPLY PROFESSOR KNUTH'S MULTIPLICATIV
E TERM
6110 KPLUS=SQR(N) *KPLUS
6120 KMINUS=SQRCN) *KMINUS
6130 RETURN
7000 REM MODULE 7
7010 PRINT" {04 DOWN}";BK$
7020 PRINT" {02 UP}K+ = ";KPLUS
7030 PRINT" {DOWN} ";B$
7040 PRINT" {02 UP}K- = ",• KMINUS
7050 RETURN ©
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July 1983 COMPUTES 177
How The VIC/64
Serial Bus Works
Jim Butterfieid Associate Editor
The Serial bus comieds VIC or Commodore 64 to its
major peripherals, especialhf disk and tape. The
workijigs of this interface have been a source of bafflement
to most of us. We know that it's somehow related to the
lEEE-488 bus lohich is used on PET and CBM com-
puters. But it has fewer wires, and it's slower. For
anyone interested in interfacing details, this article will
clear up the mystery.
Ground Rules
To understand the workings of this bus, you must
work through a few concepts. Later, well get
technical for those who want it.
The bus, like the IEEE, has two modes of
operation: Select mode, in which the computer
calls all devices and asks for a specific device to
remain connected after the call ("Jones, would
you stay in my office after the meeting?"); and
Data mode, in which actual information is trans-
mitted ("Jones, I've decided to give you a raise").
Select mode is invoked by the use of a special
control line called "Attention," or ATN.
By using Select mode, you can call in any
device you choose, but you may need to do more
before you transmit data. You might have several
disk files in progress - writing some and reading
others - and when you select the disk, device 8,
you'll still need to specify wdiich "part" of the
disk you want to reach: subchannel 3, subchannel
15, or whatever. To do this, we use a "secondary
address" which usually signals a subsystem with-
in a specific device. That goes in as part of the
command during Select mode. Finally, we may
need to send other control information: the name
of the file we wish to open, for example. That's
not data; it's device setup information, so we also
send it in Select mode.
But the main part is: you select a device, and
then you send to it or receive from it. Finally, you
shut it off. All devices are connected, but only the
one you have selected will listen or talk.
Some Technical Ground Rules
If you're not into volts and signals and things, the
178 COMPUTE! July 1983
rest of this article may not do much for you. I want
to talk about technical aspects of the bus.
First, all the data flows over two wires; they
are called the Clock line and the Data line. There
are other wires used for control purposes, but the
data uses only the two main ones.
All wires connect to all devices. The wires
don't go "one way"; any device can put a ground
on a signal line, and all other devices will see it.
Indeed, that's the secret of how it works: each
wire serves as a common signal bus.
When no device puts a ground on a signal
line, the voltage rises to almost five volts. We call
this the "false" logic condition of the wire. If any
device grounds the line, the voltage drops to zero;
we call this the "true" condition of the line. Note
that if two devices signal "true" on a line (by
grounding it), the effect is exactly the same as if
only one has done so: the voltage is zero and that's
that. We can summarize this as an important set
of logic rules:
- A line will become "true" if one or more
devices signal true;
- A line will become "false" only if all devices
signal false.
Remember that we have several lines, but
the important ones for information transmission
are the Clock line and the Data line. Let's watch
them work.
Transmission: Step Zero
Let's look at the sequence when a character is
about to be transmitted. At this time, both the
Clock line and the Data line are being held ciown
to the true state. With a test instrument, you can't
tell who's doing it, but I'll tell you: the talker is
holding the Clock line true, and the listener is
holding the Data line true. There could be more
than one listener, in which case all of the listeners
are holding the Data line true. Each of the signals
might be viewed as saying, "I'm here!"
Step 1: Ready To Send
Sooner or later, the talker will want to talk, and
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send a character. When it's ready to go, it releases
the Clock line to false. This signal change might
be translated as 'Tm ready to send a character."
The listener must detect this and respond, but it
doesn't have to do so immediately.
The listener will respond to the talker's "ready
to send" signal whenever it likes; it can wait a
long time. If it's a printer chugging out a line of
print, or a disk drive with a formatting job in pro-
gress, it might hold back for quite a while; there's
no time limit.
Step 2: Ready For Data
When the listener is ready to listen, it releases the
Data line to false. Suppose there is more than one
listener. The Data line will go false only when all
listeners have released it - in other words, when
all listeners are ready to accept data.
What happens next is variable. Either the
talker will pull the Clock line back to true in less
than 200 microseconds- usually within 60 niicro-
seconds - or it will do nothing. The listener should
be watching, and if 200 microseconds pass without
the Clock line going to true, it has a special task to
perform: note EOk
Intermission: EOl
If the Ready for Data signal isn't acknowledged
by the talker within 200 microseconds, the listener
knows that the talker is trying to signal EOL EOI,
which formally stands for "End of Indicator,"
means "this character will be the last one." If it's
a sequential disk file, don't ask for more: there
will be no more. If it's a relative record, that's the
end of the record. The character itself will still be
coming, but the listener should note: here comes
the last character.
So if the listener sees the 200 microsecond
time-out, it must signal "OK, 1 noticed the EOI"
back to the talker. It cioes this by pulling the Data
line true for at least 60 microseconds, and then
releasing it.
The talker will then revert to transmitting the
character in the usual way; within 60 microseconds
it will pull the Clock line true, and transmission
will continue.
At this point, the Clock line is true whether
or not we have gone through the EOI sequence;
we're back to a common transmission sequence.
Step 3: Sending The Bits
The talker has eight bits to send. They will go out
without handshake; in other words, the listener
had better be there to catch them, since the talker
won't wait to hear from the listener. At this point,
the talker controls both lines. Clock and Data. At
the beginning of the sequence, it is holding the
Clock true, while the Data line is released to false.
The Data line will change soon, since we'll send
the data over it.
180 COMPUTE! July 1983
The eight bits will go out from the character
one at a time, with the least significant bit going
first. For example, if the character is the ASCII
question mark, w^hich is written in binary as
00011111, the ones will go out first, followed by
the zeros.
Now, for each bit, we set the Data line true
or false according to w^hether the bit is one or zero.
As soon as that's set, the Clock line is released to
false, signalling "data ready." The talker will
typically have a bit in place and be signalling ready
in 70 microseconds or less.
Once the talker has signalled "data ready," it
will hold the tw^o lines steady for at least 20
microseconds to allow^ the listener to read it. This
timing needs to be increased to 60 microseconds
if the Commodore 64 is listening, since the 64's
video chip may interrupt the processor for 42
microseconds at a time, and without the extra
wait the 64 might completely miss a bit.
The listener plays a passive role here; it sends
nothing, and just watches. As soon as it sees the
Clock line false, it grabs the bit from the Data line
and puts it away. It then waits for the Clock line
to go true, in order to prepare for the next bit.
When the talker figures the data has been
held for a sufficient length of time, it pulls the
Clock line true and releases the Data line to false.
Then it starts to prepare the next bit.
Step 4: Frame Handstialce
After the eighth bit has been sent, it's the listener's
turn to acknowledge. At this moment, the Clock
line is true and the Data line is false. The listener
must acknowledge receiving the byte OK by
pulling the Data line to true.
The talker is now watching the Data line. If
the listener doesn't pull the Data line true within
one millisecond - one thousand microseconds - it
will know that something's wrong and may alarm
appropriately.
Step 5: Start Over
We're finished, and back where we started. The
talker is holding the Clock line true, and the lis-
tener is holding the Data line true. We're ready
for step 1; we may send another character- unless
EOI has happened.
If EOI was sent or received in this last trans-
mission, both talker and listener "let go." After a
suitable pause, the Clock and Data lines are re-
leased to false and transmission stops.
Attention!
This is all very well for a transmission that's under
way, but how do we set up talker and listener?
We use an extra line that overrides everything
else, called the ATN, or Attention line.
Normally, the computer is the only device
that will pull ATN true. When it does so, all other
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devices drop what they are doing and become
listeners.
Signals sent by the computer during an ATN
period look like ordinary characters - eight bits
with the usual handshake - but they are not data.
Serial Bus Transmission Sequence
Step zero (start):
Talker holds Clock
line true;
Listener holds Data
line true.
Step one (Ready to
Send):
Talker releases
Clock line.
Step two (Ready for
Data):
Listener releases
Data line.
Intermission
(Only if EOI):
Listener times out
and acknowledges
EOI by pulling
Data line true for
a brief period.
Step two (completion):
Talker pulls Clock
line true.
Step three (data):
Talker sets data
bit on Data line;
Talker releases
clock line to
signal "bit ready";
Talker holds lines
steady for fixed
time;
Talker pulls Clock
line true and
releases Data line.
Step 3 repeats for
each of 8 data bits.
Step 4 (acknowledge):
Listener pulls Data
line true to
acknowledge.
Back to Step 0.
CLOCK
LINE
DATA
LINE
REPEAT
FOR
EACH
BIT
Not draion to accurate time scale.
They are 'Talk/' ''Listen/' "Untalk/' and "Unlis-
ten" commands telling a specific device that it
will become (or cease to be) a talker or listener.
The commands go to all devices, and all devices
acknowledge them, but only the ones with the
suitable device numbers will switch into talk and
listen mode. These commands are sometimes
followed by a secondary address, and after ATN
is released, perhaps by a file name.
An example might help give an idea of the
nature of the communications that take place. To
open for writing a sequential disk file called ''XX/'
the following sequence would be sent with ATN
on: DEVICE-8-LISTEN; SECONDARY-ADDRESS-
2-OPEN. When ATN switches off, the computer
will be waiting as a talker, holding the Clock line
true; and the disk will be the listener, holding the
Data line true. That's good, because the computer
has more to send, and it will transmit: X; X;
comma; S; comma; W ~ the W will be accompanied
with an EOI signal. Shortly thereafter, the com-
puter will switch ATN back on and send DEVICE-
8-UNLISTEN.
The file is now open; later, the computer will
want to send data there. It will transmit, with
ATN on, DEVICE-8-LISTEN; SECONDARY-
ADDRESS-2-DATA. Then the computer releases
the ATN line and sends its data; only the disk will
receive the data, and the disk will know to put it
onto the file called XX. The last character sent by
the computer will also signal EOI,
After the computer has sent enough data for
the moment, it will pull ATN on again and send
DEVICE-8-UNLISTEN. Many bursts of data may
go to the file; eventually, the computer will close
the file by sending (with ATN on, of course)
DEVICE-8-USTEN;SECONDARY-ADDRESS-2-
CLOSE.
ATN overrides everything in progress. A
disk file might have lots of characters to give to
the computer, but the computer wants only a
little data. It accepts the characters it wants, then
switches on ATN and commands the disk to Un-
talk. The disk has not sent EOI, but it will discon-
nect as commanded. Later, when it's asked to
Talk again, it will send more characters.
ATN Sequences
When ATN is pulled true, everybody stops what
they are doing. The processor will quickly pull
the Clock line true (it's going to send soon), so it
may be hard to notice that all other devices release
the Clock line. At the same time, the processor
releases the Data line to false, but all other devices
are getting ready to listen and will each pull Data
to true. They had better do this within one mil-
lisecond (1000 microseconds), since the processor
is watching and may sound an alarm (''device not
available") if it doesn't see this take place.
182 COMPUTE! July 1983
J
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J
COMPILE! 183
Under normal circumstances, transmission
now takes place as previously described. The
computer is sending commands rather than data,
but the characters are exchanged with exactly the
same timing and handshakes as before. All devices
receive the commands, but only the specified
device acts upon it. This results in a curious situa-
tion: you can send a commanci to a nonexistent
device (try "OPEN 6,6") - and the computer will
not know that there is a problem, since it receives
valid handshakes from the other devices. The
computer will notice a problem when you try to
send or receive data from the nonexistent device,
since the unselected devices will have dropped
off when ATN ceased, leaving you with nobody
to talk to.
Turnaround
An unusual sequence takes place following ATN
if the computer wishes the remote device to be-
come a talker. This will usually take place only
after a Talk command has been sent. Immediately
after ATN is released, the selected device will be
behaving like a listener. After all, it's been listening
during the ATN cycle, and the computer has been
a talker. At this instant, we have "wrong way"
logic; the device is holding down the Data line,
and the computer is holding the Clock line. We
must turn this around.
Here's the sequence: the computer quickly
realizes what's going on, and pulls the Data line
to true (it's already there), as well as releasing the
Clock line to false. The device waits for this: when
it sees the Clock line go true, it releases the Data
line (which stays true anyway since the computer
is now holding it down) and then pulls down the
Clock line.
We're now in our starting position, with the
talker (that's the device) holding the Clock true,
and the listener (the computer) holding the Data
line true. The computer watches for this state;
only when it has gone through the cycle correctly
will it be ready to receive data. And data will be
signalled, of course, with the usual sequence: the
talker releases the Clock line to signal that it's
ready to send.
The logic sequences make sense. They are
hard to watch with a voltmeter or oscilloscope
since you can't tell which device is pulling the
line down to true.
The principles involved are very similar to
those on the PET/CBM lEEE-488 bus - the same
Talk and Listen commands go out, with secondary
addresses and similar features. There are fewer
"handshake" lines than on IEEE, and the speed is
slower; but the principle is the same.
Coffy right © 1983 Jim Buiterfield ©
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184 COMPUTE! July 1983
Pl^'wHIii
NEW for the VIC and '64
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Enjoy the power of file transfer under
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standard ASCII, and control characters.
SuperTerm handles sequential,
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cassette, transferable to disk. When you
need professional caliber modem
software, think SuperTerm.
SuperTerm (specify vie or 64) . . $99.95
(VIC version requires 16K rBemofy exp)
Also available:
Smart ASCti, a software Interface for parallel printers.
At $59.95, lowest-cost, most flexible Interface for VIC
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Terminal'40j the top-rated VIC telecommunications program.
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Personal checks -Allow 3 weeks to dear.
July 1983 COMPUTl! 185
INSIGHT: Atari
Bill Wilkinson
A mini-series on relocatable machine language begins
in this mouth's column, plus a tip on a nexv product ~
an intelligent cable. Next month, the last part of the
BAIT interpreter and more on relocatable machine lan-
guage,
1 have been working on a new project for COMPUTE!
Books. By the time you read this, COMPUTEI's
Atari BASIC Sourcebook should be wending its way
to your dealers' shelves and into your hands.
Like Inside Atari DOS, the Sourcebook is a complete
source listing of - what else? - Atari BASIC, along
with a comprehensive explanation of how and
why it all works.
Enough advertising. This month we will begin
a mini-series on self-reiocatable machine lan-
guage. But before we begin all that, time out for
some ruminations.
Machine Language Be Not Hard
Before we start investigating self- relocatable
machine code on the 6502, I'd like to get up on
my soapbox for a while and do a little preaching.
This month's sermon was inspired by a
machine language program published in another
magazine. The program seemed to me the epitome
of poor programming techniques. And lest it seem
that I am taking a cheap shot, let me hasten to
add that the program works and works well. I am
carping about the printed form of the program,
not the results thereof.
In the tradition of any good preacher, then,
let me give you some suggestions on how to write
good, readable, maintainable machine language:
1. Always use plenty of comments (they cost
nothing in the assembled code, unlike
BASIC).
2. Never use absolute addresses (except in
equates).
3. Never use absolute numeric constants
(again, except in equates, though we might
forgive an occasional constant 0 or 1).
4. Always use plenty of comments.
5. Always use long, meaningful names for
labels. (Which makes more sense, ICCOM or
lOCB-COMMAND?)-
6. Never branch to a location relative to the
186 COMPUrt! Juty1983
location counter (that is, never use "*-J-xx"
or "*-xx").
7. Never use a comment that simply echoes
the machine language code.
8. Always use plenty of comments.
9. Never change the location counter need-
lessly (that is, most programs should contain
only one '"* = ", except for the use of "* = *
+ xx" to reserve space).
10- If possible, always define a label before its
first use.
11, Always thoroughly document the entry
and exit values for a subroutine, taking special
care to note what happens to the CPU regis-
ters.
12. Always use plenty of comments.
Those of you with some OSS software will
see that I have taken a small pot shot at our own
manuals in commandment 5. Well, 1 never said
we were perfect. (Great, maybe, but not perfect.)
And those of you with Atari's Macro Assem-
bler may object to using long labels since, even
though AMAC allows long labels, it ignores all
but the first six characters. Sorry, but 1 still think
this rule should be followed. You just have to be
more inventive to insure that labels are unique in
the first six characters. (For example, lOCB. AUXl
and lOCB. AUX2 look the same to AMAC, so use
lOCB.l AUX and 10CB.2AUX .)
Anyway, rather than go through each of those
commandments one by one, let's look at an ex-
ample subroutine coded with both worst and best
techniques.
Example 1: Worst Technique
; EXAMPLE 1 : print A register
*= $1F00
LDX #11
STX $342 ; put 11 in location $342
LDX#0
STX $348
STX $349
|MP$E456 ;goto$E45d
Example 2: Best Technique
r
; Example 2: Output the character in the A-register
; to file channel (lOCB) number zero
; (assumed to be the screen).
Th« Rrst and Onlv Syttam to Backup
Diskottas Protoctad by Bad Sectoring
wftthout modificatkin to your drive.
ATARI DISK BACKUP SYSTEM S49."^
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Superck)ne include:
SCAN ANALYSIS - Mep of diskette com en« (Location of
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FORMATTING/BAD SECTOfttNG ■ NonATARl DOS
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BACKUP ■ Copies just about everything wo can find. . .
regardless of protectioo scheme.
Supofdone is osef-friendW and simple to use.
PIRATIS TAKE NOTl: SUPER CLONE only aUows two
copies TO be made of any specific diskette. . .Sorry 1 11
SYSTEM REQUIRCMENTS
Atari 400 or 800 Computer / 48K Memory
One Atari 810 Disk Drive / Printer Optional
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; Entry: A-register contains the character
; Exit: Status of all registers unknown
*= LOWMEMORY
PRINTCHARACTER
LDX #COMMAND.PUTBINARY
STX lOCB.COMMAND ; command far CIO
LDX #0 ; use a zero buffer length
STX lOCB.LOLENGTH ;tells CIO to output
STX lOCB.HILENGTH ;contents of A register
; next line commented out. ..not needed since X
already =0
; LDX #0 ; specify lOCB zero
JSR CiO ; let CIO do the real work
; Could check for errors here
RTS ; all done
Enough said? I refuse to decipher programs
like Example 1. Of course. Example 2 wouldn't be
very useful either unless equates for the various
labels were supplied (as in lOCB. COMMAND =
$342), but at least most readers couid understand
its intent.
Absolutely Not
Regular readers will no doubt recall the many
occasions on which I have ranted about staying
out of Page 6 or about putting code at LOMEM or
about writing code that is not specific to a particu-
lar hardware/software configuration. But, to be
fair, sometimes it is hard to follow all of the rules,
especially when adapting a program from a book
or magazine.
Often, the real secret to writing adaptable
code is in learning to write self- relocatable code.
The techniques we will begin discussing this
month are designed specifically for use with the
6502 microprocessor. While there will be several
references to Atari internal structure, most of
what is presented here is appropriate to Apple
and Commodore machines as well.
And 1 will answer one more question before
we start on the hard stuff: Why should we want to
write self- relocatable code? Sorry, we don't have
room for that answer this month. Wait until next
month. (It's a good answer, honest!)
Actually, there is just one rule to remember
in writing self-relocatable code: avoid references to
absolute iuenum/ locations.
Unfortunately, this is often a very hard rule
to follow. Fortunately, there are many places
where we can make an exception to this rule.
For starters, look at the subroutine in Exam-
ples 1 and 2 above. Is it self-relocatable? Your first
impulse might be to say no, since it references
$342, $348, $349, and SE456, which are all absolute
locations. And even if you do it right and use the
equated labels of Example 2, theyare still absolute,
no matter what they look like.
But. Within the context of any given machine,
there are alwavs certain locations which never
change. In particular, hardware locations, loca-
les COMPVTEi July 1983
tions in ROM, and locations in the RAM (or values
used and defined by ROM subroutines) cannot
possibly change. An exception to this is when
you plug in a new set of ROMs, and you can ask
the software vendors about the fun and games
the Atari 1200XL's new ROMs are giving them.
In the example given, $E456 (CIO) is in the
Atari's OS ROM space. It is a guaranteed entry
point to the OS command implementation code.
It won't change (even in the new 1200, etc.).
And locations $340 through $34F (as well as
$350 through $3BF) are in the lOCB space defined
by Atari for use with CIO. Again, they won't and
cannot change.
Finally, the command used (11) and the zero
buffer length are values defined by the OS ROMs
to have certain meanings. And if Atari changes
these meanings, we are all in trouble, because
Atari BASIC, PILOT, and more won't work then.
Implicit Relocatability
The result of all this? No matter where you as-
semble that example (that is, no matter where the
"* = " places the code), the resultant machine
object code will be precisely the same! Presto.
That example is self- relocatable.
Surprisingly, a lot of the subroutines used
with Atari BASIC follow the mold shown here:
they simply set up some values in the Atari-
specified memory locations and call an Atari-
specified OS routine. They are implicitly self-
relocatable.
So what is not relocatable? Generally, the
prime culprits are:
1. References to RAM locations defined within
the user's own code (for example, LDA, ST A,
INC etc.).
2. Jumps (J MPs) to locations in the user's
own code.
3. Calls (JSRs) to locations in the user's own
code.
Let's make up an example just to illustrate
potential problems.
* = S600
SAVEX*= * + l
MESSAGE .BYTE This is the message',0
; this is the same code as the examples above
PRINTCHARACTER
LDX #COMMAND.PUTBINARY
STX lOCB. COMMAND ; command for CIO
LDX #0 ; use a zero buffer length
STX lOCB.LOLENGTH ; tells CIO to output
STX lOCB.HILENGTH ; contents of A register
JMP CIO ; let CIO do the real work
call here to print contents of 'MESSAGE'
Entry conditions: none
Exit conditions: none, no registers saved
lANGIIAGE
UTIUTIES
for MAM 400/800/1200.
A
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f^L^^ require no software
^^^ modifications and are
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1,0 is ti file copier. 2-0 is a sector
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Disi< onlv S24.95
FULMAP BASIC Utility* Package.
V M A P - V a r i a bl e c ross - r ef ere nee .
CMAr-cot\stant cross -reference
(ir\Liudes indirect address
references), LMAP-Iine number
cross-reference, FN I A P- a 11 of the
above. Will list "unlistable"
programs. Also works with
Editor/Assembler cartridge to allow
editing of string packed machine
language subroutines. AH outputs
may be dumped to printer. C.issette
or Di?;k S39.95
DISASMTo disassemble machine
language programs. Works with or
without Editor/Assembler
cartridge. May be used to up or
down load single boot files. All
output can be dumped to printer
Cassette or Disk S24. 95
DISDUP For disk sector
information copying, May specify
single sector, range of sectors, or alk
Copies mav be made without read
varify DiskS24.95
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Booksellers and independent
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Program Design, Inc. 95 East Putnam Avenue, Greenwich, CT 06830
Juty1983 COMPUnE! 189
PRINTMESSAGE
LDX #0
STX SAVEX ; initialize message pointer
MSGLOOP
LDX SAVEX ; get current message pointer
LD A MESSAGE, X ; get next character of msg
BEQ QUIT ; but quit if it's last char
jSR PRINTCHARACTER ; else print it
INC SAVEX ; point to next character
JMP MSGLOOP ; and do another character
QUIT
RTS
; we are done
Do you see the problem areas? If we move
this routine somewhere else in memory, the ad-
dresses of MESSAGE, PRINTCHARACTER,
MSGLOOP, and SAVEX all change, and the object
code associated with them changes also. This
routine is definitely not self-relocatable.
But let's tackle each of the problem labels one
at a time and see how we can change the references
to each to make the code self-relocatable.
MSGLOOP is the easiest label to 'Tix/' For
example, if we change the line JMP MSGLOOP to
BNE MSGLOOP, the label MSGLOOP is no longer
a problem (since ^7// branch instructions are always,
by nature, self-relocatable).
And we could save the X-register on the stack
(via TXA and PHA) and later retrieve and incre-
ment it similarly (via PLA, TAX, and INX), thus
eliminating the need for SAVEX.
The PRINTCHARACTER routine could easily
be eliminated in its entirety by placing its code in-
line in the middle of the PRINTMESSAGE routine.
This is a good solution only if PRINTCHARACTER
is not called by any other routine. It may also be
an adequate solution if the routine being placed
in-line is fairly small (as is PRINTCHARACTER)
so that you can keep two or more copies around,
if necessary.
But what do we do about MESSAGE, which
is too big to put in a register? Or what would we
do if PRINTCHARACTER was a long routine?
And, most importantly, what do we do with a
hunk of self-relocatable code once we have
managed to produce it?
Next month we'll tackle those questions and
others.
A Handy Product?
Do you do much work on botli Apple II and Atari
computers? If so, you could probably use a handy-
dandy little device which we recently acquired.
Allen Prowell of Fresno, California, built us
what amounts to an intelligent cable between our
Apple and our Atari. It plugs into the joystick
port on the Atari and into the game port on the
Apple. It transfers ASCII files in either direction
(doing 'light conversion" on return characters,
etc.). Verif fast. It is much more convenient and
reliable than using RS-232, and it moves over 1000
190 COMPUTE! July 1983
characters a second, including disk accesses.
As I said, this is a specialized product, but if
you need it, call Allen (209) 227-4917. Using our
C/65 and M AC/65 on both Atari and Apple, we
havx^ converted an 8K program in as little as two
hours, including the transfers, assemblies, etc.
Coming Attractions
1 think next month's column will be fairly long,
what with the last part of BAIT and Part 2 of self-
relocatable machine language. If I have room,
though, I will introduce you to a new Atari
graphics mode. Also, coming soon, information
on some strange and wcjnderfiil new products for
the Atari. C
Maxell Floppy Disks
The Mini-Disks
with maximum i
quality u
Dealer inquiries invited. C.O.D's accepted.
Call FREE (800) 235-4137.
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July1983 COMPUTE! 191
MACHINE LANGUAGE
Jim Butterfield, Associate Editor
Part in
Numeric Output
There's a quick method of generating decimal
output on the 6502. It's a notable departure from
conventional methods, and it would be worth-
while to lay down a few general ideas.
Shift Transfer
Suppose we have two bytes, OLD and NEW.
OLD contains a value, and NEW contains zero.
We want to transfer the contents of OLD to NEW,
and set OLD to zero. That's not hard by con-
ventional coding (a couple of Load and Store
commands), but we're going to look at another
method.
Suppose that we shift each bit out of OLD,
and then shift it into NEW. Using a left shift, we
would code: ASL OLD (arithmetic shift left), which
puts the extra bit into the carry; and then ROL
NEW, which slides the carry bit into the new byte.
If we repeat this eight times, OLD will have moved
to NEW, bit by bit. It seems like a slow way of
doing it, but it does indeed achieve what we want.
The same method, of course, would move a
two-byte OLD to NEW, or as many bytes as we
need. Each bit shift would consist of one ASL
followed by several ROL commands until the job
is done.
A New Way To Rotate
The ROL (Rotate Left) command is compact and
handy. It takes the contents of the Carry flag and
moves it into the low-order bit position of the
operand; all other bits move over to make room,
and the high-order bit falls out into the Carry.
Now let's do the same thing without using the
ROL command.
The ROL command might be considered the
same as multiplying by two plus adding a carry, if
necessary. We often use the left Shift and Rotate
commands for multiplication. But there's another
way to multiply: we can use repeated addition.
We can do exactly the same as ROL NEW by
coding: LDA NEW: ADC NEW: STA NEW. The
original number is doubled, which gives the left
shift, and the carry is automatically added in. A
192 COMPUTE! July 1983
new carry condition is generated. AH we seem to
have done is use three instructions where one
would have done.
The Gimmick
But here's the gimmick: we can make the ADC in-
struction add in a different manner by switching to
decimal mode. In decimal mode, addition auto-
matically produces BCD numbers. And BCD num-
bers can be printed as if they were hexadecimal,
which greatly simplifies the output calculation.
Let's work this out in principle. First, a
warning: on many machines, decimal mode is
poisonous to the operating system and to the
interrupt routines. Remember to restore binary
mode when you're finished; and if your machine
uses interrupt, lock it out for the duration of your
calculation.
Let's look at simple coding to change a one-
byte OLD to NEW:
LDA
#$00
STA
NEW
(clear NEW)
LDX
#$07
(eight bits)
ASL
OLD
(grab a bit)
LDA
NEW
(slip it..)
ADC
NEW
(..into..)
STA
DEX
NEW
(...NEW)
(countdown)
BPL
BIT
(next bit)
If we are in binary mode, the above routine
will copy OLD to NEW unchanged. But if we
switch to decimal mode, OLD will be converted
to BCD as it is moved to NEW.
A warning here: the result might not fit. A
one-byte binary number might need to be con-
verted to three decimal digits (for example, 250).
In this case, we'd need to have two bytes available
in NEW to hold the result, since BCD holds only
two decimal digits per byte. Be sure your coding
provides for sufficient space for the answer.
An Example
Let's write the outline of a routine to convert a
series of 16'bit numbers to decimal and output
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them. We'll write the code in compact form so as
to emphasize the logic flow.
Set up Y to reach several numbers:
LDY#o
Copy a number into the work area:
A: LDA TABLE, Y:STA WORKiLDA TABLE-f 1,Y:
STA WORKl
Move Y to reach the next number, clear output
area:
INY:INY:LDA #0:STA OUTlrSTA OUT2:STA OUT3:
STA ZSUP
Get ready to move 16 bits from WORK to OUT:
LDX #15
Move bit out of WORK:
B: ASL WORK:ROLWORK1
Switch to decimal mode:
SEi:SED
Move bit (decimally) into OUT:
LDA OUTl:ADC OUTl:STA OUT!
LDA OUT2:ADC OUT2:STA OUT2
LDA OUT3:ADC OUT3:STA OUT3
Clear decimal mode:
CLD:CLI
Repeat for next bit:
DEXrBPL B
Prepare to output three bytes (six digits):
LDX #2
Get bytes, high order first, for output:
C: LDAOUTl,Y:PHA
Output high order digit:
PHA:LSR:LSR:LSR:LSR:JSR PUT:PLA
Output low order digit:
AND #$OF:]SR PUT
Go for next byte:
DEXrBPL C
Print RETURN:
LDA #SOD:|SR PRINT
Go back for another number:
CPY #10:BCC A
Quit:
RTS
Zero suppress output subroutine:
PUT: CMP ZSUPiBNE D
Fill with space:
LDA #S20:BNE E
Convert numeric, kill zero suppression:
D; ORA #$30:STA ZSUP
194 COMPUTE! July 1983
Print and return:
E: JMPSFFDZ
Let's put the above into a PET/CBM/VIC/C64
environment to see it work:
100 DATA 160,0, 185,80,3, 141,64,3
110 DATA 185,31,3, 141,65,3, 200,200
120 DATA 169,0, 141,66,3, 141,67,3, 141,68,3
130 DATA 141,69,3, 162,15, 14,64,3, 46,6
5,3, 120, 248
140 DATA 173,66,3, 109,66,3, 141,66,3, 1
73,67,3
150 DATA 109,67,3, 141,67,3, 173,68,3
160 DATA 109,68,3, 141,68,3, 216, 88, 20
2, 16,216
170 DATA 162,2, 189,66,3, 72, 74, 74, 74, 74
180 DATA 32,184,3, 104, 41,15, 32,184,3,
202, 16,236,169,13, 32,210,255
190 DATA 192,10, 144,155, 96, 205,69,3,
208,4, 169,32
195 DATA 208,5, 9,48, 141,69,3, 76,210,255
200 FOR J=848 TO 968: READ X
210 T=T+X;POKE J,X
220 NEXT J
230 IF TO10738 THEN STOP
300 SYS 848
The numbers that are printed won't have any
special meaning, but you'll see that conversion is
taking place, and that zero suppression works
nicely.
Converting binary numbers to BCD in prepa-
ration for output isn't really a gimmick. It's a sen-
sible way to do an otherwise difficult job. ©
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COMPUTEI's
Machine Language For Beginners
Table of Contents
.V
. vii
7
23
37
53
63
91
97
Author; Richard Mansfieid
Price; S 12,95
On Sale: Now
One of the most exciting moments in com-
putfng is when a beginner writes his or her
first program whrch actually worl<s-.- usually
after hours of effort. A new world opens up.
But as beginners grow into intermediate
programmers and become more fluent in
BASIC, they realize the language's limirations
- slow speed, and the lack of total control
over the Inner operations of the computer.
They often develop an admiration for the
fast, smoothly running machine language
programs that mark commercial software.
Unfortunately, too many people view ma-
chine language as mysterious and forbidding,
and they are reluctant to tackle it themselves.
OOMPUTEI Books' latest release.
Machine Language For Beginners, by
Richard Mansfield, introduces newcomers
to the challenges of machine language
with a unique approach. Aimed at people
who understand BASIC, Machine Language
For Beginners uses BASIC to explain how
machine language works. A whole section
of the book explains machine language in
terms of equivalent BASIC commands, (f
you know how to do \i in BASIC, you can
see how It's done in machine language.
Machine Language For Beginners is a
general tutorial for all users of computers
with 6502 microprocessors - with examples
for the Commodore 64, VIC-20, Atari 400/
800/1 200XL Apple 11, and PET/CBM. The
numerous machine language programs
will work on 3\l these computers.
As a bonus. Machine Language For
.Beginners includes something that all fledg-
ling machine language programmers will
need to get started - an assermbler. The
"Simple Assembler," written in BASIC for
the various computers, takes the tedium
out of entering and assembling short
machine language programs. The book even
explains how to use the built-in machine
language monitors on several of the com-
puters. And It includes a disassembler pro-
gram and several monitor extensions.
This book fills the need for a solid, but
understandable, guide for personal com-
puting enthusiasts. Mansfield is Senior
Editor of COMPUTEf. His monihly column,
'The Beginner's Page," has been one of COMPUTEI's most popular features.
in the COMPUTE! tradition. Machine i-anguage For Beginners has been written
and edited to be straightforward, clear, and easily understood, it is spiral-bound
to lie flat to make it easier to type in programs.
Available at computer dealers and bookstores nationwide. To order directly call TOLL FREE 800-334-0868. In North Carolina
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^ ^ ' y JUV1983 COMPUTE! 195
Preface . . . . ,
Introduction - Why Machine Language?
Chapter I : How To Use This Book
Chapter 2: The Fundamentals
Chapter 3: The Monitor
Chapter 4: Addressing,
Chapter 5: Arithmetic
Chapter 6: The Instruction Set
Chapter 7: Borrowing from BASIC
Chapter 8: Building A Program ........
Chapter 9: ML Equivalents
Of BASIC Commands
Appendices
A: Instruction Set ._....._ ,
B: Maps
C: Assembler Programs
D: Disassembler Programs
E: Number Charts
F: Monitor Extensions
G: The Wedge
Index . . .
. 121
149
167
223
237
243
253
335
339
PBOGRAMIVIING THE Tl
C Regena
Planning Color Sets
In a previous column we looked at defining char-
acters for graphics. Let's expand on that idea and
discuss in more detail how to plan the color sets
for high-resolution graphics.
To define colors for your graphics, use the
CALL COLOR statement. The form is CALL
COLOR(s,f;b) where s is the set number, f is the
foreground color, and b is the background color.
Each of the numbers can be from 1 to 16. Each
graphics character you define can have two colors
(a foreground color and a background color) cho-
sen from the list of 16 colors.
The Color Sets
There are 16 color sets. Each color set contains
eight character numbers (ASCII codes). The table
shows which ASCII character codes are in which
color set. You may find it handy to mark off these
sets on the "Character Codes" table on the BASIC
Reference Card that came with your computer.
Just make a mark after every eighth number, then
number the sets so you can tell at a glance which
character is in which set -and which other char-
acters are in the same set.
Color Sets
Set Character Codes
1 32-39
2 40-47
3 48-55
4 56-63
5 64-71
6 72-79
7 80-87
8 -88-95
Set Ctiaracter Codes
9
10
11
12
n
14
IS
1€
96-103
104-111
112-119
120-127
128-135
136-143
144-151
152-159
Now try this short program to see how the
CALL COLOR statement works:
100 PRINT ''HELLO THERE I "
110 PRINT"THIS IS A SAMPLE.**
120 CALL COLOR(5,7,l)
130 GOTO 130
RUN the program. Lines 100 and 110 just print
some words on the screen. By the way, we didn't
use a CALL CLEAR statement, so the program
will also still be on the screen. The screen turns
196 COMPUTES July 1983
green when the program starts to run. Line 120
says to change all characters in set number 5 to a
red foreground (color 7) and a transparent back-
ground (color 1). Line 130 holds the colors on the
screen until you press FCTN 4 to CLEAR or stop
the program (SHIFT C on the TI-99/4 console).
You will notice when you RUN the program that
the screen turns green, and then all the letters in
Set 5 {(a ,A;B,C,D,E,F,G) turn red. Color 1 for the
transparent background means that the back-
ground for the character will be the screen color.
Stop the program by pressing CLEAR.
Change line 120 to
120CALLCOLOR(5,6J)
The letters turn blue. Go ahead and try different
colors for the second number in parentheses.
Now experiment with background color.
Add these lines to your program:
130 FOR DELAY^l TO 100
140 NEXT DELAY
150 CALL COLOR(6,7,16)
160 FOR DELAY^l TO 100
170 NEXT DELAY
180 CALL COLOR(6,16,7)
190 GOTO 130
Lines 130-140 and 160-170 are delay loops.
RUN the program. Line 120 changes the letters in
Set 5 to whatever color you specified. Line 150
changes the letters in Set 6 (H;iJ,K,L,M,N,0) to
a red (7) foreground and a white (16) background.
Each character will look like a red letter on a white
square. After the delay loop, line 180 changes the
letters in Set 6 to a white foreground and a red
background - now white letters on red squares.
Line 190 branches to the delay loop in line 130, so
the letters in Set 6 blink red on white then white
on red.
Screen Changes
Notice that as soon as you use a CALL COLOR
statement, all characters in that set change cok^r -
those already on the screen and any that you may
later print or draw on the screen. Careful planning
is necessary so you know exactly which characters
you are defining to be certain colors.
If you would like to change the screen color,
use CALL SCREEN(c), where c is a color number
from 1 to 16. For example, add line 90 and run
your program:
90 CALL SCREEN(12)
Keep in mind that anywhere you have used the
color number 1, for transparent, it really means
the screen color.
Now try another special effect. Add line 125:
125 CALL COLOR(l,2,8)
This changes all characters in Set 1 to black on
cyan (instead of black on transparent). RUN the
program. The "space" is Character 32 in Set 1,
and all spaces have been turned to cyan. The
screen is light yellow from line 90, so you get a
border around a cyan rectangle with various colors
of letters from the rest of the program.
The default value of all character sets is black
on transparent, so the letters on the screen are
black on the screen color of yellow. If you w^ould
like a complete cyan rectangle with black letters
on the cyan background, the character sets would
need to be changed to black on cyan.
Keep in mind that it does make a difference
in your programming whether you print first then
define the colors, or define the colors and then
print. Plan your program so that the computer will
perform the actions in exactly the order you want.
Here is another sample program. Type
NEW (enter), and then try this program. Watch
carefully.
100 CALL CLEAR
110 CALL VCHAR( 10, 5,42,9)
120 CALL VCHAR(10,10,42,9)
130 CALL HCHAR(14,6,42,4)
140 CALL VCHAR( 10, 17,42,9)
150 CALL VCHAR(10,24,33,6)
160 CALL VCHAR(18,24,33)
170 CALL COLOR(2,7,l)
180 GOTO 180
The computer is quite fast, but you can see that
the screen clears, the characters are drawn in
black, and then some of the characters turn red. If
you prefer to have the asterisks printed in red
from the start, the CALL COLOR statement must
come before the CALL VCHAR and CALL
HCHAR statements. Delete line 170 and add
105 CALL COLOR(2,7,l)
RUN the program and you can see the difference.
Invisible Characters
Another thing you can try is to draw your charac-
ters invisibly and then make them appear all at
once. This is quite effective if you have a lot of
CALL HCHAR and CALL VCHAR statements
drawing an intricate picture. For this program,
make the following changes:
105 CALL C0L0R(2,1,1)
106 CALL C0L0R(1#1#1)
170 CALL COLOR(2,7,l)
175 CALL COL0R(lr2,l)
First the characters in Sets 2 and 1 are made invis-
ible by setting both foreground and background
to transparent. Next the characters are drawn
with CALL HCHAR and CALL VCHAR state-
ments. You won't be able to see this process. Last,
line 170 colors the asterisks red, and line 175 colors
the exclamation points black so the greeting ap-
pears all at once.
When defining your own graphics characters,
you may use any character number. If you want
to keep the alphabet intact, you will probably use
character numbers beyond 95. Group your char-
acters so that all characters of the same color will
be in the same set.
Remember that there are eight characters per
set. If you are using many different colors or need
to conserve memory, you will also need to plan
the number of characters you can design in each
set. For example, if you have a dog that uses nine
characters, could you redraw him in eight charac-
ters so only one CALL COLOR statement would
be needed?
Refer to the table to determine which charac-
ters are in which set. For example, if you are de-
signing character number 134, it will be in Set 13^
which contains characters 128-135. Your CALL
COLOR statement will use set number 13.
If you are not using the small letters in char-
acter codes 97-122 (available on the TI-99/4A
console, but not on the TI-99/4), use those numbers
to define your graphics characters, then PRINT
the characters rather than using HCHAR and
VCHAR to draw them on the screen. PRINT
TAB(10);''hikn" will be much faster than four
separate CALL HCHAR statements to put up
characters 104, 105, 107, and 110. By the way,
your listing will say "hikn" with the small letters,
but when your program is run those letters will
be substituted by the graphics characters as you
defined them. If you want to use the PRINT
method on characters numbered higher than 126,
you may use a statement such as PRINT CHR$
(132)&CHR${133)&CHR$(137).
Teeth Wisdom
The following program illustrates the use of color
sets in an educational program. 'Teeth Wisdom"
draws the teeth and their names on the screen in
high resolution graphics. After the user knows
the names, he or she presses ENTER and the labels
clear. The names will be reprinted in a random
July 1983 COMPUTE! 197
order. For a quiz, certain teeth will "blink" and
the user must press the correct answer. The order
will be random.
The teeth are drawn white on a light red back-
ground, and the gums are light red on a transpa-
rent background. Although all the teeth are white,
they are defined in different color sets so that
only certain teeth will blink during the quiz. The
central incisors use characters 96-100; the lateral
incisors, 104-107; the cuspids, 112-117; the bicus-
pids, 120-127; and the molars 128-134. The gums
use characters from 136 to 157.
Since so many graphics characters are de-
fined, DATA statements rather than individual
CALL CHAR statements are used. The DATA in
lines 240 to 330 are character definitions. Be careful
to type these lines exactly as shown. The round
symbols are zeros and not the letter O. When
there are two or more commas in a row, it means
that a character is defined as a null string. At the
end of a data list such as line 250, the "" (double
quotes) marks are necessary to indicate a null
string, but in a series such as in line 260, the quote
marks may be omitted between commas. These
null strings correspond to unused character num-
bers.
Lines 180-230 let the character number C vary
from 94 to 157 and READ in a string then define
character C with graphics definition CS. The CALL
COLOR statements blink the asterisks on the title
screen while the characters are being defined.
Lines 340-390 define the colors for the teeth and
gums.
Lines 590-690 PRINT the graphics on the
screen, which is faster than using individual CALL
HCHAR or CALL VCHAR statements for this
many special characters. Within the quotation
marks are the lowercase letters - release the
ALPHA LOCK key to type these symbols in. Line
610 uses the symbol found on the face of the "C"
key and is typed by pressing FCTN and C. Other
symbols requiring the FCTN key are in lines 640
and 650.
For The TI-99/4 Console
If you have the TI-99/4 console, you will not be
able to type in these lines. You can use the method
found in line 600 to print the characters, listing
each character number. Note: If a program like
this has been typed in on the T1-99/4A console, it
wiU work correctly on the TL99/4 console (read it
in from cassette or diskette).
In the quiz, lines 900 and 910 blink the par-
ticular teeth while the computer waits for a re-
sponse. A random number (I) is chosen, and the
corresponding color set is 1 + 8 for the CALL
COLOR statements.
198 COMPUTCI July 1983
Lines
100
110-170
180-230
240-330
340-360
370-390
400-510
520-560
570
580-690
700
710-760
770
780-850
860-1060
870-880
890-920
930-940
950-990
1000-1030
1040
1050-1060
1070-1100
1110-1140
1150
1160-1190
1200-1210
Program Structure
Title.
Gear screen; print title screen.
Define graphics characters 94 through 157 by
READing the definitions frnm DATA; blink'
asterisks on screen green and white.
DATA containing graphics definitions.
Define color sets 9 through 13as white on light red
for teeth.
Define color sets for light red on transparent for
graphics surrounding teeth.
Clear screen; print instructions; define strings
as groups of characters for later printing.
READ in names of five groups of teeth as NS array
and set the W$ array elements equal to the NS
array elements.
Prints message to press ENTER and waits for
response.
Clear screen; print teeth with labels.
Prints message to press ENTER and waits for
response.
Clear message and clear labels.
Prints qui/ title.
Randomly print names of teeth on screen from the
W$ array of five names, A (I) will be the correct
corresponding answer.
Perform quiz.
Randomly choose teeth.
Blink teeth blue and white while waiting for
response.
If number 1-5 is pressed, show which number was
pressed, otherwise return to line 890.
Ifanswer is incorrect, sound "uh-oh"anei return
fo r a n ot h er res po n se .
If answer is correct, play arpeggio.
CI ea rs a n s w e r c h oscn ,
Set A element to zero so that tooth will not be
chosen again; return to next problem.
Print option to try again; wait for response;
branch appropriately.
If user wants to try again, set W$ array elements
equal to names of teeth, branch to beginning of
exercise.
Stop.
Subroutine to print 'TRESS < ENTER >'' and wait
for response.
Clear screen and END.
Teeth Wisdom
100
120
130
140
150
160
170
180
190
200
210
REM TEETH FDR TI
CALL CLEAR
PRItMT TAB<4)
ttttttttttttttttt
PRINT TAB (4) ;
PRINT TAB (4) ;
PRINT TAB (4) ;
PRINT TAB (4) ;
PRINT : : :
FOR C=94 TO 157
CALL C0L0R(2, 13, 1 )
READ C*
CALL CHAR(C,C*>
TAB (22)
TEETH
WISDOM
*" ;TAB (22) ; "**'
ttttttttttttttttt
220 CALL C0L0RC2, 16, 1 )
230 NEXT C
240 DATA 0000001F1010101 , 000000FF
250 DATA 00000F1F3F7F7F7F, 0000a3C7C
7E7EFEF, 0000E0F0FGFCFEFE , FFFFFF
FFFFFFFFFFF, EFEFEFEFEFEFEFEF, 0, , " '
260 DATA 70F8FCFCFEFEFEFF,FEF8C,0E1
F3F3F7F7F7FFF, 7F1F03, , , , , 000000
00000000F8, 01010 1010101, FCFEFFFFF
EFCF83
270
280
190
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
510
520
530
540
550
560
570
580
590
600
610
DATA 000000000000001F, 3F7FFFFF7
F3F1F0C, 80808080808, , ,0F1F1F1F1
F1F0E,E0F8F8F8F8FSF,071F1F1F1F1F0F
DATA F0F8FaFaF8Fa7, 1F3F3F3F3F3F
IF, F0FaFaFaFaF8F, 0F1F1F1F1F1F0F
, F8FCFCFCFCFCF8, 7FFFFFFFFFFF7F
DATA E0F0F0F0F0F0E, 070F0F0F0F0F
07,FEFFFFFFFFFFFE, 0303030303030
301,FFFFFFFFFFFFFFFF, C0C0C0C0C0C0
C08, " •■
DATA FFFFFCF0E0C08, FFFF7E181,FF
FF3F0F070301 ,FFFEFEFCFCF8F8F8, F
F7F7F3F3FlFiFlF,F0F0F0F0F0F0F0F
DATA 0F0F0F0F0F0F0F0F, E0E0E0E0C
0C0808, 0707070703030101 , 0000000
00007 IFFF, 0000 03 1FFFFFFFFF,00FFFF
FFFFFFFFFFFF
DATA 0000C0FaFFFFFFFF, 000000000
070F8FF,0i070FlF3F3F7FFF, 80E0F0
F8FCFCFEFF,010103030307070F, 80B0C0
C0C0E0E0F
DATA 0F0FlFlFlF3F3F3F,F0F0F8FaF
8FCFCFC, 3F7F7F7F7F7F7F7F7F, FCFE
FEFEFEFEFEFE
FOR C=9 TO 13
CALL COLORCC, 16, 10J
C
COLOR < 14, 10,1)
COLDRdS, 10, 1 >
COLOR ( 16, 10, 1 ) ' ■
CLEAR
COLOR (2,2, 1 >
"YOU WILL SEE
NEXT
CALL
CALL
CALL
CALL
CALL
PRINT
A DIABRAM 0
'THE TEETH WITH THE NAME
THE NAME
F"
PRINT
S"
PRINT :"0F THE TEETH."
A*=CHR*(128)&CHR*(129)
D* = CHR*(130)5(CHR*<13n
PRINT ::='WHEN YOU KNOW
S "
PRINT : "PRESS <ENTER>."
D* = CHR4(132)&CHR$C133)SeCHR*(134
)
PRINT ::"THE LABELS WILL CLEAR
AND"
PRINT : "YOU WILL BE 6IVEN A QUI
Z . " : : £ :
FOR C=l TO 5
READ N* (C>
W*(C>=N*(C)
NEXT C
DATA CENTRAL I NC I SORS , L ATER AL I
NCISORS, CUSPIDS, B I CUSP I DS , MOLAR
S
GOSUB 1160
CALL CLEAR
PRINT TAB (8) ; "" _CENTRAL INCISOR
S"
PRINT TAB (5) ;CHR* (145) S<CHR* ( 146
)S£CHR*(147)&CHR*(148)8<CHR*<149)
PRINT TAB (4) ; CHR$ < 150) ; "e 'abe" ; C
HR* ( 151 ) ; " LATERAL INCISORS"
620 PRINT " " ; CHR« ( 150) ; "phcdc js" ;C
HR* ( 151 )
630 PRINT " " ; CHR* ( 152) ; "qri eeektu" ;
CHR$ ( 153) ; "CUSPIDS"
640 PRINT " " ; CHR* ( 154 ) ; "xyeeeeez £ " ;
CHR* ( 155) ; "BICUSPIDS"
650 PRINT " " ; CHR* (156) ; " I t , >e" ; CHR*
< 136) &CHR* (137) &CHR^ C 138) ; "eC, > "
;CHR*(127>S.CHR$(157)
660 PRINT " e" ; A$; CHR$ ( 139) ; "
^3 SPACES> " ; CHRS (140) ; B* ; "e" ; "MO
LARS"
670 PRINT " e" ; A*; CHR$ ( 141 > ; "
<3 SPACES}" ;CHR$C142);B*;"e"
680 PRINT " " ; D$: CHRS ( 143) ; "
{3 SPACES}";CHR*(144);D*
690 PRINT " eee{5 SPACES} eee ":: :
700 GOSUB 1160
710 CALL HCHAR (23, 16, 32, 13)
720 CALL HCHAR ( 10, 10, 32, 18)
730 CALL HCHAR ( 12, 13, 32, 18)
740 CALL HCHAR ( 14, 15, 32, 7>
750 CALL HCHAR ( 15, 15, 32,9)
760 CALL HCHAR ( 17, 15, 32, 6>
770 PRINT TAB<8);"NAME THE TEETH"::
780 FOR C=l TO b
790 RANDOMIZE
800 I=INT(5tRND+l)
810 IF W*(I>="" THEN 800
820 PRINT TAB (9) ; C; W$ ( I )
830 A(I)=C
840 W*(I)=""
850 NEXT C
860 FOR C=l TO 5
870 I=INT (StRND^l )
880 IF A(I)=0 THEN 870
890 CALL KEY(0,K,S)
900 CALL COLOR ( 1+8, 6, 10)
910 CALL COLOR ( 1+8, 16, 10)
920 IF S< 1 THEN 890
930 IF CK<49) + (K>53) THEN 890
940 CALL HCHAR ( 18+K-48, 1 1 ,62)
950 IF K-4e=A ( I) THEN 1000
960 CALL SOUND ( 150, 330,0)
970 CALL SOUND ( 150, 262,0)
980 CALL VCHAR C 19, 1 1 , 32,5)
990 BOTO 890
1000 CALL SOUND ( 150, 262,0)
1010 CALL SOUND ( 150, 330,0)
1020 CALL SOUND (150, 392,0)
1030 CALL SOUND (200, 523,0)
1040 CALL VCHAR ( 19, 1 1,32,5)
1050 A(I)=0
1060 NEXT C
1070 PRINT ::"TRY ABAIN? (Y/N)"
1080 CALL KEY<0,K,S)
1090 IF K=78 THEN 1200
1100 IF K<>89 THEN 1080
1110 FOR C=l TO 5
1 120 W* (C> =^N* (C)
1 130 NEXT C
1140 BOTO 580
1150 STOP
1160 PRINT TAB ( 14) ; "PRESS <ENTER>"
1170 CALL KEY(0,K,S)
1180 IF K<>13 THEN 1170
1190 RETURN
1200 CALL CLEAR
1210 END t
COMPUTE! Books
July 1983 COMPUTE! 199
Atari Sound
Experimenter
Matt Giwer
If you've wanted more control over your Atari's sound,
here's a solution. You can use this program to experi-
ment, to add sound to other programs (via the SOUND
or POKE instructions), and to govern all four voices
and all aspects of special effects.
Sound is one of the most important capabilities of
the Atari computer. Not only does it permit four-
part harmony if you are so inclined, but sound is
an essential ingredient in games. It transports
you into the world of the game, filling your ears
with the sound of a laser cannon, letting you hear
force shields as they collapse around you.
Unfortunately, the sound commands are
among the most difficult to experiment with. The
SOUND instruction can sometimes be clumsy
and inconvenient; for one thing, the sounds stay
on until you turn them off with another SOUND
instruction. Also, you can't achieve the full range
of sound with the BASIC instruction, since using
it changes any settings in AUDCTL (the register
which controls sound effects).
Sound control is a complicated matter, and
simple programs cannot offer you complete con-
trol over the sounds. Joysticks couldn't govern
four channels with nine registers.
This program takes a little practice to get used
to, but it permits total control over all sound
registers plus AUDCTL, turns the channels on
individually, and shuts them all off at once when
you need silence. When you are satisfied with the
sounds, you can display the appropriate BASIC
statements in either the POKE or the SOUND
format.
An Overview
Let's first briefly summarize the Atari sound sys-
tem. (For complete details, see the Atari Personal
Computer System Hardware Manual, pages 111.12
through IIL14.) There are four independent sound
channels whose distortion, frequency, and vol-
ume can be independently controlled. These are
addressed by the SOUND instruction with the
numbers 0 through 3. The Hardware Manual refers
200 COMPUTE! July 1983
to them as 1 through 4. The sound data can be
independently POKEd into registers 33760
through 53767. The odd numbers control volume
and distortion, and the even numbers control the
frequency. Register 53768 is AUDCTL, which
controls all of the sound channels in one way or
another. If you use the BASIC SOUND instruction,
any changes you may have made to AUDCTL are
reset - AUDCTL is set to zero. Thus you do not
have full control of the sounds with the SOUND
instruction.
This program attempts to give you easy con-
trol overall of these parameters. Compromises to
reduce complexity have been made in favor of the
notation and numbers used in the SOUND in-
struction. Thus you may use the BASIC Reference
Manual for further information.
AUDCTL (REG)ISTER 4
9 BIT POLY: (B7>:
clock Ch.O w/1.79 MHz: (B6):
clock Ch.2 w/1.79 MHz: (B5):
clock Ch,l w/Ch.O: (B4):
clock Ch.3 w/Ch.2: (B3):
clock Ch.O w/Ch.2 HiP: (B2):
clock Ch.l w/Ch.3 HiP: (Bl):
15 kHz: (BO-
SOUND (REOrSTER 0
(DIS)TORTION:
(FRE)QUENCY:
FORCE OUTPUT:
(VOL)UME:
X:
D: ?■
REG DIS ERE FRC VOL
OFF CH
PDIS SDIS
POKE 53761, 168
POKE 53763, 0
POKE 53765, 0
POKE 53767, 0
0
0
0
0
0
0
0
0
10
100
0
8
POKE 53768,
POKE 53760,
POKE 53762,
POKE 53764,
POKE 53766,
0
TOO
0
0
0
The figure shows the display that you will
see upon RUNning and entering the commands.
The first eight lines, numbered B7 through BO,
are the bits in the AUDCTL Register. To change
bit seven to 1, type B7 and RETURN. To change it
back to zero, type B7 and RETURN again. These
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without notice,
are technical changes that give no indication of
what the new sound will be like. Experimentation
is best. Suffice it to say that using Bl through B4
turns on both of the sound channels associated
with bit seven.
To discuss the next five lines of the figure,
we have to jump down to the lines labeled D: and
X:, There are two types of entries to make to this
program, those which are purely commands and
those which require numbers. If you need to enter
a number, enter the number first and push RE-
TURN. If it is a pure command, simply enter the
command and RETURN. If you wish to work with
sound channel zero, type the following sequence:
0, RETURN, REG, RETURN. A 0 will appear after
SOUND (REG)ISTER on the display. For a pure
tone, type 10, RETURN, DIS, RETURN, and a 10
will appear after (DIS)TORTION:. Similarly, 100,
RETURN, ERE, RETURN, and 8, RETURN, VOL,
RETURN, will complete this part of the display.
To hear this sound, type 0, RETURN, CH,
RETURN, and to turn it off, type OFF, RETURN.
To see the POKE values for this sound, type PDIS,
RETURN, and the list of nine POKEs will appear
on the screen. Copy these POKEs into your pro-
gram, and you will duplicate the sound that you
hear. The top right POKE is AUDCTL. The next
four rows are channels 0 through 3 - the left col-
umn is the distortion and volume, and the right is
the frequency for each channel.
If AUDCTL is 0 - which is the same as bits BO
through B7 being all 0 - then the SOUND instruc-
tion maybe used. To see the SOUND instructions,
type SDIS, RETURN, and the POKEs will be re-
placed with SOUNDS.
The "force" output is in the odd-numbered
POKE registers and produces a click from the TV.
It is turned off and on by use of FRC, RETURN. If
you have set any of the AUDCTL bits, you must
use the POKEs to duplicate the sounds. The sound
channels must be turned on individually by the
CH command. OFF turns off all channels. If you
make a change and want to hear it, type the chan-
nel number and CH again. This may seem cum-
bersome, but otherwise the sounds would always
be on.
Atari Sound Experimenter
TO 5:S(J, I)=
80 DIM S(5,8) , XN« (50)
90 FOR 1=0 TO BsFOR J=0
0s NEXT J; NEXT I
100 RES=50005 DIS=5100:FRE = 5200; FRC=5
300:OFF=5400
102 CLD=5900:CLX=A000: VOL=6100:POKAU
D=6200: CH=6300: START=6400: REGDIS
=6500:BUZZ=6600
104 PDIS=6700 2SDIS=6B00:EDIS=6900
1000 REM DISPLAY
1002
1008
1010
1020
1030
104 0
1050
1060
1070
1080
1090
1100
1110
1 120
1 126
1128
1130
1140
1150
1160
1500
2000
2008
2010
2020
2030
2040
2042
2044
2046
2048
2049
2058
2060
2061
2062
2063
2064
2065
2066
2067
2070
2072
GRAPHICS 0=PaKE 752,1
POSITION 2,0:? "AUDCTL <REG)IST
ER 4"
POSITION 2,1:?
POLYs (B7) : "
POSITION 2,2:?
79 MHz: <B6) : "
POSITION 2,5
79 MHz = (B5) : "'
POSITION 2,4:? "C4 SPACES>clock
Ch- 1 w/Ch-0: (B4> : "
POSITION 2,5:? " C4 SPACES>clock
: (B3) : "
:? "clack Ch - 0 w/Ch
"Cll SPAC£S>9 BIT
'clock Ch-0 w/1.
? "clock Ch.2 w/l
'clock Ch . 1 w/Ch
<:i5 SPACES>15 kH
"<:5 SPACES>SaUND
"<6 SPACES> (DIB
t7 SPACES> (PRE
"^6 SPACES>FQRC
^10 SPACES> (VOL
X : "
? - D : "
? "RE6 DIS FRE FR
Ch.3 w/Ch. 2:
POSITION 2,6:
-2 HiP: (B2) : **
POSITION 2,7:
.3 HiP: (Bl) : "
POSITION 2,8:
z : (B0> : "
POSITION 2,9:
(REG) ISTER"
POSITION 2, 10: ?
yTORTION: "
POSITION 2,11:?
)QUENCY: "
POSITION 2, 12: ?
E OUTPUT: "
POSITION 2, 13: ?
)UME: "
POSITION 2, 14: ?
POSITION 2,15:?
POSITION 2, 16:
C VOL"
POSITION 2,17:? "OFF CH*'
POSITION 2,18:? "PDIS SDIS"
GOSUB START
REM JUMP TABLE
FOR ZZZ=1 TO 2 STEP 0
POSITION 5,15:P0KE 752,0: INPUT
IN*:POKE 752, 1
TRAP 2040: A=VAL ( IN*) ; TRAP 40000
POSITION 5,14:? A:GOSUB CLD
IF IN*="REG" THEN GOSUB REG
IF IN*="DIS" THEN GOSUB DIS
IF INt="FRE" THEN GOSUB FRE
IF IN*="FRC" THEN GOSUB FRC
IF IN*="OFF" THEN GOSUB OFF
IF IN*=*'CH" THEN GOSUB CH
IF IN*="VOL" THEN GOSUB VOL
IF IN*="B7" THEN S(4,7>= NOT (S
(4,7) ): POSITION 30,1:? S(4,7>:G
OSUe CLD
IF IN*="B6" THEN S(4,6>= NOT (S
(4,6) ): POSITION 30,2:? S(4,6):6
OSUB CLD
IF IN$="B5" THEN 3(4, S>= NOT (S
(4,5) > :PQSITION 30,3:? S(4,5):G
OSUB CLD
IF IN*="B4" THEN S(4,4)= NOT (S
(4,4) > :POSITION 30,4:? S(4,4>:G
OSUB CLD
IF IN*="B3" THEN S(4,3)= NOT (S
(4,3> > :POSITION 30,5:? S(4,3):G
OSUB CLD
IF IN«="B2" THEN 8(4,2)= NOT (S
(4,2) > :POSITION 30,6:? S(4,2):G
OSUB CLD
IF IN*="B1" THEN S(4,l)= NOT (S
<4, 1) ) sPOSITION 30,7=7 S(4,1):G
OSUB CLD
IF IN*="B0" THEN S(4,0)= NOT (S
(4,0) ) :POSITION 30,8:? S(4,0):G
OSUB CLD
IF IN*="PDIS" THEN GOSUB PDIS
IF IN*="SDIS" THEN GOSUB SDIS
202 COMPUTE! July 1983
2980
2989
2990
5000
5010
5020
5030
5040
5088
5090
5100
5110
51 12
5120
5121
5122
5123
5124
5125
5126
5127
5130
5140
5170
5180
5190
5200
5210
5218
5220
5230
5280
5290
5300
5310
5320
5330
5340
5350
5380
5390
5400
5410
5480
5490
5900
5910
5990
6000
6010
6090
6100
6110
6120
6122
6130
6180
6190
6200
6208
6210
6211
6212
6213
6214
6215
6216
6217
6220
6290
IF FAIL=1 THEN BOSUB BUZZ
FAIL=0
NEXT ZZZ
REM REB REGISTER SET
IF A<0 OR A>3 THEN FAIL=1
IF A>0 OR A<4 THEN POSITION 24,
9:? A
C=A:REM SCC,B>
GOSUB REBDIS
60SUB CLD: GOSUB CLX
RETURN
REM DIS DISTORTION LEVEL
IF A<0 OR A>14 THEN FAIL=1:G0T0
5180
IF INT (A/2) -A/2< >0 THEN FAIL=1;
GOTO 5180
IF A=0 THEN D1=0
IF A=2 THEN Dl=32
IF A=4 THEN Dl=64
IF A=6 THEN Dl=96
IF A=8 THEN Dl=128
IF A=10 THEN Dl=160
IF A=12 THEN 01=192
IF A=14 THEN 01=224
POSITION 21,10:? A
S(C, 1 )=D1 :S(C,5) =A
S(C,8) =A
GOSUB CLD: GOSUB CLX
RETURN
REM FRE FREQUENCY STORE
IF A<0 OR A>255 THEN FAIL=1
POSITION 21,11:? " <.B SPACES:^"
POSITION 21,11:? A
S (C, 2> =A
GOSUB CLD:GOSUB CLX
RETURN
REM FRC SET FORCE BIT
IF A=0 THEN S<0,3)= NOT S(0,3J
IF A=l THEN S(l,3>= NOT S<1,3)
IF A=2 THEN S(2,3>= NOT SC2,3>
IF A=3 THEN S(3,3)= NOT SC3,3>
POSITION 21,12:? S<C,3)
GOSUB CLD
RETURN
REM OFF TURN OFF SOUND
POKE 53761, 0:POKE 53763, 0:PaKE
53765, 0: POKE 53767, 0
GOSUB CLD
RETURN
REM CLD CLEAR D
POSITION 5, 15: ?
RETURN
REM CLX CLEAR X
POS.
"C20 SPACES>'
POS-
POSITION 5,14:7 "<:21 SPACES>'*:A =
0
RETURN
REM VOL VOLUME SET
IF A<0 OR A>15 THEN FA1L=1:G0T0
6180
POSITION 21,13:? "il2 SPACES>**
POSITION 21 , 13; ? A
S CC, 4) =A
GOSUB CLD: GOSUB CLX
RETURN
REM POKAUD POKE AUDCTL VALUE
SUM = 0
IF S(4,0)=l THEN SUM=SUM+1
IF S(4,l)=l THEN SUM=SUM+2
IF S(4,2)=l THEN SUM=SUM+4
IF S(4,3>=1 THEN SUM=SUM+8
IF S<4,4>=1 THEN SUM=SUM+16
IF S<4,5)=1 THEN SUM=SUM+32
IF S(4,6)=l THEN SUM=SUM+64
IF S(4,7)=l THEN SUM=SUM+128
POKE 53768, SUM
RETURN
6300
6310
6320
6322
6324
6326
6380
6390
6400
6410
6490
6500
6505
6506
6510
651 1
6520
6521
6522
6523
6524
6525
6526
6527
6528
6529
6530
6531
6590
6600
6610
6690
6700
6705
6710
6720
6730
6740
6750
6780
6790
6800
6810
6820
6830
6840
REM CH TURN ON SOUND CHANNELS
GOSUB POKAUD
IF A=0 THEN POKE 53761 , S (0, 1 ) +S
(0,4):PDKE 53760, S(0,2J
IF A=l THEN POKE 53763, S ( 1 , 1 ) +S
(1,4): POKE 53762,5(1,2)
IF A=2 THEN POKE 53765 , S (2, 1 ) +S
(2,4): POKE 53764, S (2, 2)
IF A=3 THEN POKE 53767, S (3, 1 ) +S
(3,4);P0KE 53766,3(3,2)
GOSUB CLX: GOSUB CLD: GOSUB REGDI
S
RETURN
REM START SET UP
FOR 1=1 TO 8:POSITION 30,1:? "0
":NEXT I
RETURN
REM REGDIS
POSITION 21
POSITION
POSITION
POSITION
POSITION
POSITION
S(C, 1 )=224
S(C, 1 )=192
S(C, 1 )=160
S(C, 1 )=128
S(C, 1 ) =96
21,
21 .
21,
21,
21,
DISPLAY OF REGISTER
12:? "IZ SPACES>"
S(C, 3)
*'<:6 SPACES>"
sec, 2)
"<6 SPACES>"
I ?
12
1 1
11:?
10:? "
10
THEN
THEN
THEN
THEN
THEN
S<C, 1 >=64 THEN
S(C, 1 )=32 THEN
THEN
13:?
13;
7
r?
-14"
"12"
"10 "
"8"
"6"
II ^ H
II O ■*
7 " 0 "
"<6 SPACES>'
S(C,4)
OF POKE DATA
■POKE 53768,
IF
IF
IF
IF
IF
IF
IF
IF S(C, 1)=0
POSITION 21,
POSITION 21,
RETURN
REM BUZZ
? "CBELL>"
RETURN
REM PDIS DISPLAY
GOSUB EDIS
POSITION 20, 18:?
;SUM
POSITION 2,19:? "POKE 53761, ";
SC0, l)+5(0, 4) : POSITION 20,19;?
"POKE 53760, ";S(0,2)
POSITION 2,20:? "POKE 53763, ";
S( 1, 1 )+S( 1,4) : POSITION 20,20:?
"POKE 53762, ";S(1,2)
POSITION 2,21:? "POKE 53765, ";
S(2, 1)+S(2,4) :POSITION 20,21:?
"POKE 53764, ";S(2,2)
POSITION 2,22:? "POKE 53767, ";
S(3, 1 )+S(3,4) rPOSITION 20,22:?
"POKE 53766, ";S(3,2)
GOSUB CLD
RETURN
REM SDIS DISPLAY OF SOUND DATA
POSITION 2,19:? "SOUND 0, "jSC0
, 2 ) ; •* , " ; S ( 0 , 8 ) ; " , " ; S ( 0 , 4 )
POSITION 2,20:?
,2) ; ", ";S(1,8) ;
POSITION 2,21:?
,2);% ";S(2,8);
POSITION 2,22:?
,2); % ";S<3,8);
*SOUND 1, ";S(1
\ ";S(1,4)
•SOUND 2, ";SC2
', ";S(2,4)
"SOUND 3,
" , " ; S ( 3 , 4 )
' ; S ( 3
6880 GOSUB CLD
6890 RETURN
6900 REM EDIS ERASE
PDIS
ScSDIS
6910 POSITION 20,18:? "<:i8 SPACES?
6920 POSITION 2,19:?
"C35
SPACES>»
6930 POSITION 2,20:?
"<35
SPACES!"
6940 POSITION 2,21:?
"C35
SPACES>"
6950 POSITION 2,22:?
"€35
SPACES>"
6990 RETURN
31990 END
32000 SAVE ''D2: SOUND.
DEV"
/•^^S3 COMPUTC! 203
Commodore
REM Revealed
John L Darling
Did you knou) that you can preveftt someone from easily
listing your program? This is one of several hidden
secrets of the REM statement. Did you ever try putting
shifted or reverse video characters behind a REM? The
results you get when you LIST may come as a surprise.
Try these experiments to learn about the tricks you
can play with REMs. For VIC, 64, and all PET/CBM
models.
There are quite a few hidden surprises in the REM
statement. Many are just plain fun, but a few can
be put to good use. Let's go exploring.
The REM statement was designed to provide
a way to add remarks or comments in a program.
During execution of the program, all the characters
on a line following the REM are ignored. Thus,
the only time the remarks are seen is when the
program is LISTed.
Also note that, for program operation, it
doesn't make any difference whether the charac-
ters following the REM are enclosed in quote
marks or not, but it sure can change the results
you get when you LIST the program. First, let's
look at the REM when quotes are not used. The
results you get when the program is LISTed will
be determined by the following rules:
1. Non-shifted characters appear as typed in.
2. Shifted characters are converted to BASIC
commands if the ASCII code for the character
is equivalent to a BASIC command token.
3. Reverse fields are stripped from any
character.
Before we examine these rules, you may want
to put your computer into lowercase mode by
typing POKE 59468,14 on the PET/CBM or by
hitting shift-Commodore key on the VIC and 64.
It is easier to discuss upper- and lowercase letters
than it is to describe graphic symbols. Reverse
video characters are produced by pressing the
RVS key and then the character. The OFF key
gets you out of reverse video. (On the VIC and
204 COMPUn! Jill*'*
64, the RVS ON and RVS OFF keys are CTRL-9
and CTRL-0.)
To illustrate these rules, type in the following
four lines and then LIST.
10 rem a b c d e f
20 rem A B C D E F
30 rem {RVS}a b c d e f{OFF}
40 rem {RVS)A B C D E fIoFF}
list
10 rem a b c d e f
20 rem atn peek len siir$ vai asc
30 rem a b c d e f
40 rem acn peek len str$ val asc
Line 10 demonstrates Rule L All the charac-
ters are LISTed just as they were entered. This is
the normal effect that we're all used to.
Line 20 doesn't look much like the original,
does it? It illustrates Rule 2: the shifted letters are
interpreted as BASIC command tokens.
Lines 30 and 40 show Rule 3 in action. They
look just like lines 10 and 20 because the reverse
field was stripped when the lines were entered.
List Blocking
Now we get to the question of how to prevent
someone from easily LISTing your program. Let's
examine Rule 2 a little more closely. Certain char-
acters become "tokens" which cause unusual
effects. One will cause the LIST operation to ter-
minate with a "syntax error" message when it is
encountered. These tokens are equivalent to a
shifted-L on the VIC, 64, Original and Upgrade
PETs. In BASIC 4.0 this character is the shifted-[.
This can be verified by the following line.
VIC 64, PET Original/Upgrade BASIC 4.0
10 rem L 10 rem [
When you attempt to list the line, the result
will be:
10 rem
?syntax error
ready.
D.E.S.'SOFT'''
a division of
DES-Data Equipment Supply Corp.
LASER COMMAND by Bob Burnett
HOPPER by Thomas Kim
2*?0
I I I I I I I 1 I I I I I
You are the commander of a squadron
of laser ships. It is your duly to defend
the cities of Earth against the alien
onslaught. Spectacular graphics and
machine code for super fast arcade
fun. VIC-20 and cassette, joystick.
$20.00
^^
SHIFTY (c)by Kavan
Watch the maze change
, as you pass thru the
revoiving doors. This is
» a really cute one.
Machine language. VIC-
20 W/8K expander, cas-
ft sette. Joystick and
keyboard,
S20.0D
One of the most popular games in Europe. Vou
control BONZO as he climbs the ladders and
picks up point blocks. Watch out for the alien
guards. Excellent graphics & sound. 100%
machine code. VIC-20 w/8K expander, cassette.
Joystick or keyboard.
$20.00
Bated a Five Star game by Creative
Computing. Avoid the cars, buildings,
logs and other obstacles to bring the
frog home. Machine language. VIC-20,
cassette and joystick.
$20.00
SPACE TRADER
by DougCaruthers
Search for the lost
planet of Alantia. 1 to 4
players. Text adventure.
VIC-20 W/16K expander , .
and cassette. Tvl
$39.95 ~^
Many exciting titlBS to choose from.
New Software for f/ie CBM BSOO/700 series available now !!
More to Come !!!
PAL 20
$10.00
95 pages of aids, worksheets & logs
Something for every ViC-20 programmer
Coming soon for the Commodore 64
NEW for the VIC-20 & 64
etectronicab VIC-2Q products
VIC FORTH $59.95
This is a highly capable language that operates from cartridge. It is based on
Fig-Forth. Disk and cassette compatible. Vic Forth will work with any memory
expansion. 3K of RAM is included in this cartridge.
VIC GRAPH $49.95
The intention of this program is to serve as a mathematical and pedagogic aid
for studying complicated equations and functions by their graphs. Plots
graphics in high resolution within an x-axis range defined by you. You can also
"blow up" parts of a graph in detail by a specified range-
VIC STAT $49.95
Vic Stat is a cartridge which will simplify your work with statistics and graphic
displays. It will add approximately 15 commands to BASIC, For example, bar
Chart, horizontal or vertical, plotting with 2024 points, printout of screen.
Statistical commands for calculations of, for example, mean value, standard
deviation, variance, etc.
VIC BEL $59.95
The purpose of this cartridge is to simplify control of, for example, burglar
alarms, garage doors, door locks, heating elements, lamps, radios, remote
controllers, valves, pumps, telephones, accumulators, irrigation systems,
electrical tools, stop watches, ventilators, humidifiers, etc., etc. This cartridge
contains 6 relay outputs and 2 inputs of type optocoupler. For the VIC-20 and
Commodore 64.
SEE YOUR LOCAL DEALER TO SEE OUR FINE PRODUCTS
Dealer Inquiries Invited Software Distribution Available Programs Wanted
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VIC-20'-. COMMODORE^", COMMODORE 64'", and CBM- are trademarks of Commodore Business Machines. Inc.
(213)
923-9361
L
For newer CBM models with the "business
style" (nongraphics) keyboard, the shifted-[ is not
directly available from the keyboard. The "[" and
"shift-[" appear to the computer as the same
character. You can get around this by typing the
following line in direct mode (without a line
number):
print "10 rem "chr$(219)
When you hit RETURN, the program line should
appear. (The chr$(2I9) will produce a graphics
character.) Position the cursor on this line and hit
RETURN.
Up to now, it's just been fun, but there is a
reason you might want to use this line. If this
special REM line is the first line in a program, it
prevents a normal LlSTing, Let's assume that the
first line in a large program is line 100. Inserting
this special REM line ahead of the program causes
the LIST operation to terminate as soon as it en-
counters the special shifted character. However,
LIST 100- will allow the program to be displayed
normally.
Consider the following situation. A quiz pro-
gram has the answers in DATA statements at the
end of the program listing. Inserting the special
REM line just ahead of these DATA statements
will prevent the answers from being displayed
during a LIST. Don't forget that REM statements
are ignored during program execution, so they
won't affect the actual program operation.
Quote Mode
Now, let's examine the quote mode. A new set of
rules applies when the REM characters are en-
closed in quotes:
1. Shifted and non-shifted characters LIST as
they were typed in.
2. Reverse video characters are preserved
when inside quotes (they are not stripped, as
is the case in the non-quote mode).
3. Some reverse video characters and combi-
nations of characters behave as print control
commands when LISTed.
Rules 1 and 2 produce results that you would
normally expect during the LIST operation. They
LIST exactly as typed in. No examples are pro-
vided for these rules, but try a few experiments to
verify this for yourself.
Here are some interesting examples of Rule 3
in action. (The comments in brackets are the re-
sultant action produced during LIST.)
Note: A dot matrix printer was used to list the
examples with reverse video characters,
rem "O CdeleteJ
rem "O Cinsert3
rem "T C ret urn 3
rem "E Cshi^ted returnJ = *
rem " CE * + C home 3
rem ^'Ea * + Cclear screen!
206 COMPUTE! July 1983
rem "GET * + Ccursor dawn3
rem " CE * + Ccursor up]
rem " KH * -*- Ccursor rightl
rem " Sll » + Ccursor left}
When these characters are inside a REM"
statement, strange things are going to happen.
To enter the following tests, first type the
line number, the REM, the quote symbol, and
then RETURN. Next, edit the line by positioning
the cursor past the quote mark, press the "RVS''
key and then the letters. This allows you to put
the reverse video characters on the screen line,
10 rem" help * SSXi
1 ist
10 r e m " h e
ready -
The four reverse "t" characters achieve the same
thing that would occur if the DEL key was pressed
during an edit operation, deleting the last four
characters. Adding more reverse "t" characters
(15 total) on the test line will cause the entire line
to disappear after it is LISTed on the screen.
Notice that many of the cursor controls shown
require the "M" (shifted RETURN) character to
be the first character. This is important, for without
the "shifted return" most of the cursor controls or
special control codes will not be executed. As
soon as this character is encountered, a shifted
RETURN will be generated. All characters fol-
lowing the shifted-M will be printed as if they
were in a PRINT statement, rather than in a REM.
Consequently, if any of these characters are cursor
controls, they will produce a cursor control action
as i f they were inside the quotes following a PRINT
statement.
If the reverse /'s in the previous example were
replaced with reverse "MS" characters, then the
LIST operation would list that line up to the 1 and
then the cursor will go to the top of screen since
"MS" is interpreted as a HOME command. If this
was listed to a Commodore printer and the paging
mode was on, the printer would eject a page after
LlSTing that line.
A Program Within A Program
Let's try one final example to illustrate how the
reverse field shifted-M works in combination with
other characters. To avoid errors, here is a com-
plete key sequence that will produce the following
line:
1,0, SPACE, R,E,M, ", ",DEL,RVS,SHIFT-M,
SHIFT-S,Q,Q,Q,Q,OFF,I,SPACE,T,H,I,N,K,
SPACE , I, SPACE, A, M, SPACERS, RVS,Q,OFF,I,
RVS,Q,OFF,C,RVS,Q,OFF,K,RVS,S,OFF, ",
SHIFT-L
(For 4.0 BASIC, replace the final SHIFT-L with
SHIFT"[. For "business style" keyboards, use the
same technique as in the preceding example. Use
chr$(34) in place of the quotes.)
10 r e m " GaSinSili think i am s0i[^C3cE*'L
Can you guess the results? If you type the line
correctly, the following will happen after you LIST:
1, 10 rem" will be printed.
2, A "clear screen" will be printed, blanking
the screen and also the previous 10 rem" .
3, Four "cursor downs" will be printed.
4- The nnessage "I think I am sick" will be
printed with the I, C, K characters on different
lines.
5. A "cursor-home" will occur.
6- " '(cif will be printed on the top line followed
by a "?syntax error" message on the next
line. (Note that the special shifted character
is no longer enclosed in quotes.)
7. Finally, the "ready" message will appear
with the cursor above the "I think 1 am s"
line.
The above line could be inserted in most pro-
grams, and it will not affect the program execution
performance in the least. You just can't get a nor-
mal LlSTing c^f the program.
There are a lot more combinations to try,
so have fun. It's like having a program inside
another program. The second program requires a
LIST command for execution instead of a RUN
command. ^
• DOODLE*™ for the COMMODORE-64'
Draw pictures with your COMMODORE-64' and WfCO' Trackball
• DOODLE*" /efsyou.
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DUPLICATE, ENLARGE, and REDUCE parts of the "doodle"
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PHOTO NEGATIVE and MIRROR IMAGE your "doodles'*
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Commodore 64 Software
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Stili the only word-processor
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Important:
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^A All rights reserved
"■"•toiupu 5E(\iSEi:.''
CARDBOARD 3
An Economy Expansion Interface
(Motherboard)
For the VlC-20® Personal
Computer
The CARDBOARD. 3 is an expansion inter-
face designed to allow the user to access more
than one of the plug-m-type memory or utility
cartridges now available. It will accept up to 3 ,
RAM or ROM cartridges at once Fof example:
• 16k RAM • 16k RAM * 3k RAM
• 16k RAM • 8k RAM ' Super Expander
• 16k RAM • 8K RAM ' Vic-Mon
• 16k RAM * 3k RAM » Programmers A(d
• High quality T R W gold plated connectors
• This board is fused
• 90 day free replacement warranty covermg |
everything except the fuse
$39.95
CARDBOARD 6
An Expansion Interface for VIC-20"
• Allows memory expansion up to 40K
• Accepts up to SIX games
• Includes a system reset button
• All slots are switch selectable
• Daisy chain several units for even more
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TO ORDER:
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Persona) checks accepted |^HHiroj^|
(Allow 3 weeks} or i^-^*^— ^J
COD (AddS2)
Handling charge S2.00
VlC-20" JS a registered trademark of Commodore
July 1983 COMPUTE! 207
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TTie price-performance leatJer Includes Z80A. 1 or 2 full 8"
drives (double density, double sided), 3 serial and 1 parallel
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SPECIALS on INTRE6ATED CIRCUITS
6502
6520 PIA
6522 VIA
6532
2114-1300
2716EPR0M
2532 EPROM
6116 2KX8 CMOS RAM
4116RAM
7,45 10/6.95 50/6 55 100/615
5.15 10/4.90 50/4.45 100/4.15
645 to/ 6.10 50/575 100/5.45
7.90 10/7.40 50/7.00 100/660
195 25/1.85 100/1.75
5.90 5/5.75 10/5,35
6.90 5/6.45 10/5.90
5.90 5/5.45 10/5J0
8 for 14
Hewlett Packard
Anchor
Automation^
Signalman
Modems
FREE SOURCE MEMBERSHIP WITH SIGNALMAN
Ail S ignalman Modems are D irect Connect, and include cables
to connect to your computer and to the telephone. Signalman
Modems provide the best price- performance values, and start
at less than $1 00. Oulir tui OEM iiqirMct Invltid
Mark I RS232
Mark II for Atari 850
Mark IV fof CBM/PET wtth software
Mark V for Osborne [software available)
Mark Vi fof IBM Personal Computer
Mark VII Auto Dial/ Auto Answer
Mark VIII Beii 212 Auto Diai/Answef
(99)
79
(99}
79
(169}
99
(129)
93
(250)
180
(179)
119
(399)
319
DC HAYES Sirtirtmodem
DC Hayes Smartmodem 1200
219
545
Apple Emulator for Commodore 64
Screenmaker 80 COLUMN CARD for C64
EROGGEH for C64 or VIC
Solid Oik 2 Level Stand for C64 or ViC
C64A/IC Switch (networking}
BACKUP V1.0 tape (copier for C64 or VIC
CARD BOARD/6 Motherboard - VIC
CARDAPTER/1 Atari VCS Adapter - VIC
CAROPRINT Printer Interface - C64A^IC
CARD BOA RD/3S Motherboard - VIC
CARDETTE/1 Cassette Interface ■ C64A/IC
CARDRITER Lightpen - C64A/IC
CARDRAM/16 RAM Expansion ■ VIC
We carry Apple 11+
from
Bell & Howell
Apple Emulator for
Commodore 64
16K RAM Card for Apple
Solid m 2 Level Stand for Apple
Super Serial Card
MPC RAM/SO column carti for HE
Z80 Softcard and CP/M (Microsoft)
Paraiiel Printer Interface/Cable
Apple Dumpling (Mlcrofek) Printer Interface
Apple Dumpling with 16K Duffer
Grappler + interface
TG Products for Apple in stock
DC Hayes Micromodem I
Videx 80 Column Card
Riyden Software far Apple Z0% OFF
PIE Writer Word Pronttor
89
149
25
29
125
20
79
69
64
32
32
32
64
See us for Pereonil, Dtisiness, ind Educitionil
requirementi Eduntionil Discounts iviilible,
PETSCAN $245 base price
AilfTWS you to connect up to 30 CBM/PET Computers to
shared disk drives and printers Completely transparent to the
user Perfect for scrxxils or multiple wofd processing con-
ligurations- Base configuration supports 2 computers Addi-
tional computer hookups SI 00 each,_^
cbc7M7cmco"mm
COMPACK $115
Intelligent Terminal Pidcige
ACIA^Hardware / STCP Software
"VE-"2"lMto PanJitei In^
Includes case, power supply, full 8-tHt transmission, and
switch selectable character conversion to ASCii
VIDEO ENHAHCEH for Commodore 64 89
Realize video quality equal or bettef than composite monitor
usrng standard color TV
SCREENMAKEfl 80 Column AdpaterforC64 149
Provides big screen capal]ility tor business applications.
VIC 20 Pradvctt
BACKUP VI.O 20
VIC RAM Cards in stxk
VIC SuperExpander
VIC16KRAM
Tlion EMI Softvirt
HES Soltinre
VIC Omega Race
SpKlefB of M^ (UMl)
Programmers Aid
52
95
32
39
45
VIC Sargon II Chess
VIC 60RF
Meteor Run (UMl)
VIC Radar Rat race
Amok (UMl)
Snakman
Rubiks Cube
Programmers Reference
FHOGGER
VIC Adventure Series
VICTORY Software far VIC and C64
Street Sweepers 1 2 Maze m 3-D
Night Rider
Treasures of Bat Cave
Games Pack J
Victory Casino
Adventure Pack 1 1
11
12
12
8
12
Cosmic Debris
Grave Robbers Advent
Games Pack II
Adventure Pack I
Trek
12
12
n
12
12
11
ComnxxJore 64 Programmers Reference Guide 1 6
MicroChets for C64 or PET 19
Computei's First Book of PET/CBM 1 1
C64vr VIC SWITCH 125
POWER ROM Utilities tor PET/CBM 78
WonJPro 3+/64 69
WordPTD 4+ ' 8032. disk, printer 295
SPELIM ASTER spelling checker for WordPro 1 70
VISICALC for PET, ATARI, or Apple 1 89
PETRAX PET to Epson Gnphics Software 40
SM-KIT enhanced PET/CBM ROM Utilities 40
Programmers Toolkit - PET ROM Utilities 35
CALC RESULT for C64 135
PET Spacemaker II ROM Switch 36
COPYWRITER Worrl Procetsor for CG4 69
2 Meter PET to IEEE or IEEE to IEEE Cable 40
Dust Cover for PET, CBM, 4040, or 8050 8
CmC Interfaces (ADA 1800. A0AH50. SAOI in stocic
ZRAM - CBM 64 K RAM, Z80. CP/M
Pragrammini) the PET/CBM (CDinpute!) — R. West
Compute* First Book of VIC
Whale PET Catilog (Midnight Gazettet
PET Fun and Games (Cursor)
Color Chart Video Board for PET
REVERSAL (Spfacklen) Apple or Atari
SA RGON II — Apple wTRS-80
Apple II User's Guide (Ostx)rne)
Introduction to Pascal (Sybex)
Pascal Handbook (Sybex)
Musical Applications of Micros (Chambertin)
Starting FORTH
Discover FORTH
User Guide to the Unix System
6502 Assembly Language Sutjroutines
COMAL Harxlbook
KAMIKAZE (Hayden Software* Apple)
550
20
11
8
11
25
26
12
13
16
20
14
12
13
11
9
28
DISK
SPECIALS
Scotch (3M) 5" ss/dd
Scotch {3M} 5" ds/dd
Scotch (3M) 8" ss/sd
Scotch (3M) 8" ss/dd
10/2,25 50/2.10 100/2.05
10/3.15 50/290 100/2.85
10/2 40 50/2 20 100/2,15
10/2 95 50/2 70 100/ 2,65
We Stock VERBATIM DISKS
Write for Dealer and OEM pricei
BASF 5" Of 8" 10/2,00 20/1.95 100/1,85
NEW BASF Qualimelnc Disks also m stock
Wabash 5"ss/sd 10/ T 80 50/ 175 100/ 1 70
Wabash 5" ss/dd 10/ 200 50/ 1.95 100/ 1 90
Wabash 8" ss/sd 1 0/ 2 00 50/ 1 95 1 00/ 1 90
We stock MAXELL OISKS
Write for dealer and OEM pricei
Oisk Storage Pages 1 0 for S5 Hub Rings 50 for $6
Ojsk Library Cases 8"— 3.00 5"—2,25
Head Cleaning Kits 1 1
CASSEHES— AGFAPE-611 PREMIUM
C-10 10/61 50/58 100/50
C-30 _ „„J^/^S 50/82 100/70
DATASHIELO BACKUP POWER SOURCE 225
Battery back up Uninternjplible Power Supply with surge and
noise tillenng Tfie answer to yo4jr power problems.
Zenith ZVM-121 Green Phosphor Monitor 100
BMC 12A 12" Green Monitor 80
VOTRAX Personal Speech System 280
VOTRAX Type^N'Talk 160
VOICE BOX Speech Syntfwsizer (Apple or Atari)
CompuServe Subscription (5 txxirs free) 32
Prowriler Paraiiel Printer 389
USICompuM0D4 R F Modulator 39
Daisywnter 2000 1050
Many printers available (Star, Brother. OKI, etc.)
We Stock AM OEK Monitors
AmdekDXY- 100 Plotter 600
A P Products 15% OFF
Walanabe Intelligent Plotter 990 6'pen 1290
ISOBAR 4 Outlet Surge Suppressor/ Nnise Rlter 49
We stock Electrohome Monitors
daASEil(8"format) 325
ALL BOOK and SOFTWARE PRICES DISCOUNTED
Panasonic TR*120M1P 12" Monitor (20 MHz)
Panasonic CM 60 Dual Mode Color Monitor
149
285
USI Video Monitors— Green or AMBEfl 20 MHz tihres.
OeileraniJ OEM inquiries invited
Synertek SYM-1 Microcomputer SALE 189
KTM-2/80 Synenek Video and Keyboard 349
YgMint I data
I systems
Z29 Terminal (new detached keyboard] 680
ZT-1 Inteitigent Communications Terminal 360
Z1 00 1 6-bit/8'bit Systems in stock CALL
We stock entire Zenitti line,
ATARr
SPECIALS
WE STOCK ENTIRE LINE— write for prices.
AtiriUOO
Voice Box
FROGGER
Tliani EMI Softifire
EduFun Sottwire
549 m 34
100 Ancliar Modem— Atari 79
25 Atari Gnphics (Compute 11
Rr^t Book of AUri 11
AFX Soltwire
21 5-822-7727
252 Bethlehem Pike
Colmar, PA 1891 5
A B Computers
WRITE FOR CATALOG. Add $1.50 per order for United Parcel,
We pay balance of UPS surface shipping cfiarges on all prepaid orders
(add extra for mail, APO/FPO. air). Prices include cash discount.
Regular prices slighlly higher. Prices subject to change.
OAK STAKD-C64, VIC, Apple. Atari 29
Beautiful natural solid oak two-level stand. Rests on table
above compulef. Hfjids disk drives/cassette decK as well as
your monitOf/TV.
KMMM Pascal for PET/CBM/C64
$85
A subset Of Standard Pascal with extensions, Includes Machine
Language Pascal Source Editof. Machir>e Lartguage P-Co<te
Compiler, P-Code to machine language translator fof optimized
object code, Run-time package, Floating Pmnt capability, User
Manual. ar»d sample programs.
Requires 32K Please specify configuration,
EARL for PET (disk file based] $65
Editor, Asumbler ReJocitif, Unhir
Generates relocatable object code using MOS Technology
mnemonics Disk fiie input (can edit files larger than manorv).
RAM/ROM for PET/CBM
4K or 8K bytes of soft ROM with optional
battery backup.
RAM-ROM IS compatible with any large keyboard machine-
Plugs into one of the ROM sockets above screen memory to
give you switch selected write protectable RAM.
Use RAM/ROM as a software development tool to store data
or madiine code beyond the normal BASIC range. Use RAM/
ROM to load a ROM image where you have possible conflicts
with more than one ROM requiring \\\e same sxket, Possible
applications include machine language sort (such as SUPER-
SORT), universal wedge, Extramon, etc.
RAM/ROM - 4K J75
RAM/ROM - 8K 90
Battery Backup Option 20
SUBSORT for PET/CBM $35
Excellent genefal purpose machi^ne language^sort routine. _
THE WHOLE PET CATALOG $9
A two year 320 page compendium of the Midnite Software
Gazette for ComrrKxtore computer usefs. Contains 500 reviews
of commercial products, 700 education programs (reviewed
and organized by course), 200 reviews of free games, info on
over 1 800 free programs, list of PET and VIC user groups, and
many pages of helps and hints
COMAL Package ror CBM $2S
Includes software on disk, and Comal Handbook
SuperGraphics 2.0
NEW Version with TURTLE GRAPHICS
SuperGrapfiics, by John Fluharty, pfovides a 4K machine
language extension which adds 35 till featured commands to
Commodore BASIC to allow fast and easy plotting and man-
ipulation of graphics on the PET/C B M video display, as well as
SOUND Commands. Animations wtiich previously were too
slow or impossible without machine language subroutines
now can te programmed directly in BASIC, Move blocks {or
rocketships, etc ) or entire areas of the screen with a single,
easy to use BAStC command, Scroll any portion of the screen
up down, Jeft or right Turn on or off any of the 4000 (8000 on
8032) screen pwels with a single BASIC command. In high
resolution mode, draw vertical, horizontal, and diagonal lines.
Oraw a box, fill a box, and move it around on the screen with
easy to use BASIC commands. Plot curves using either rec-
tangular or polar co-ordinates (great for Algebra, Geometry
and Trig classes,)
The S OU N D commands allow you to mil iate a note or series
of notes (or even several songs) from BASIC, and then play
them m the background mode without interfering with your
BASIC program. TTiis allows your program to mn at full speed
with simultaneous graphics and music.
Seven new TURTLE commands open up a whole new
dimension in graphics Place the TURTLE anywhere on the
screen, set his DIRECTION, turn him LEfH' or RIGHT, move
him FORWARD, raise or lower his plotting pen, evenHip the
pen over to erase. Turtle commands use angles measured in
degrees, not radians, so even elementary school children can
CTeate fantastic graphic displays,
Specffy machine model (and size), ROM type (BASIC 3 or 4)
SuperGraphics in ROM(SA000or$9000) $45
\felurne discounts available for schools
NEW
VERSION 2
now for C64
fir PET/CBM Ctmpi^n
F LEX-F HE is a set of flexible, friendly programs to allow you to
set up and maintain a data base. Includes versatile Report
Writer and Mai) Label routines, and documentation for pro-
grammers to use Data Base routines as part o! otheT pro-
grams,
RANDOM ACCESS DATA BASE
ReoQfd size limit is 256 characteis. The number of records pef
disk is limited onty by record size and free space on the disk
File maintenance lets you step forward or backward through a
file, add, delete, or change a recofd, go to a numbered record, or
find a record by specified field (or partial field). Field lengths
may vary to allow maximum information packing. Both sub-
totals and sorting may be nested up to 5 fields deep. Any field
may be specified as a key. Sequential file input and output, as
well as file output in WordPro arKi PaperMate format is suppor-
ted. Record size, fields pef record, and order of fields may be
changed easily.
MAILING LABELS
Typical mail records may be packed 3000 per disk on B050
(1400 in 4040). Labels may be printed any number wide, Ind
may begin in any column position. There is no limit on the num-
ber or order of fields on a label, and complete record selectkMi
via type code or field condition is supported.
REPoar WRiTEii
Flexible printing format, including field placemer t, decimal
justification and rounding. Define any column as a series of
math or trig functions performed on other columns, and pass
results such as running total from row to row Totals, nested
subtotals, and averages supported Complete record selection,
including field within range, pattern match, and logical func-
tions can be specified,
FLEX-FILE 2 by Michaei Riley $110
Please Sf^cify ej^ipfTient configuratk)n_when ordering.
DISK I.C.U. $40
Intensive Cane Unit by LC. Car^ile
COMPifTi DISK RECOVEHr SYSTEM FOR CBM DRIVES
- edit disk blocks with ease
~ duplicate disks, skipping over bad blocks
- complete diagnostic facilities
- unscratch scratched files
- check and correct scrambled files
- recover tmproperly closed fifes
- extensive treatment of relative files
- optional output to IEEE488 pfinter
- comprehensive user manual (an excellent tutonal on disk
ciperatk>n and theory)
Furnished on copy-protected disk with manual.
Backup disk available, $10 additional,
PROGRAM YOUR OWN EPROMS $75
Branding Iron EPROM Programmer for PET/CBM software for
all ROM versions Includes all hardware and software to pro-
gram or copy 2716 and 2532 EPROMa
P0RTMAKERDUALRS23ZSERIALP0RT $63
Two ports with full bipolar FIS232 buffenng. Baud rates from
300 to 4800 For PET/CBM, AIM, SYM,
CBM Softwtre
BASIC INTERPRETER for CBM 8Q96 $200
PEDISK If Systems from cgri Micmtecli inifibl^
RLEX IBM 3741/2 Diti Exchange Saltwire iviilible,
JINSAM Dati Bate MinigemtDt System ior CBM.
COPY-WRITER Word ?mam for PET/CBM $1 59
CASH MANAGEMENT SYSTEM $45
Petspeed BASIC Compiler 120
Integer BASIC Compiler 120
C MAR Record Handler 110
UCS D Pascal (without board) 135
Wordaaft 80 or 8096 265
BPI Accounting Modules 280
Professional Tax Prep System 575
ASERT Data Base 375
Dow Jones Portfolio M anagement 1 1 0
Assembler Development 80
FORTH for PET now for C64
BY LC. Cargile and Michael Riley $50
Features include:
full FIG FORTH model.
all FORTH 79 STANDARD extensions.
stnictured 6502 Assembler with nested decision
making macros.
full screen editing (same as when pfogramming in
BASIC).
auto repeat key.
sample programs.
standard size screens (1 6 lines by 54 chiaracters).
150 screens per diskette on 4040. 480 screens on
8050.
atjility to read and write BASIC sequential Tiles.
introductory manual
reference manual
For Commodore 64. or any 16K/ 32 K PET/C BMwitti RDM 3 or
4, and CBM disk drive. Please specify configuratton when
ordering.
MitaumpUer f»r FOHTH $30
Simple metacompiler for creatif>g compacted object code
which can be executed independently (without FORTH
system).
PageMate
60 COMMAND
WORD
PROCESSOR
by Michael Riley
OB &B
Papef-Mate is a full-featured word processor for Com-
modore computers. Page-Mate incocporates 60 commands to
give you full screen editing with graphics (or all 16K or 32 K
machirjes (including 8032). all printers, and disk or tape drives.
Many additional features are available (includirig most capa-
bilities of WordPro 3).
Page- Mate functions with all Commodore machines with at
least 16K, with any printer, and either cassette or disk
To order Page- Mate, please specify machine and RDM type.
Page-_Mate (disk or tape) for PET CBM, VtC. C64 $40
SM-KIT for PET/CBM $40
Enhanced ROM based utilities for BASIC 4, Includes both pro-
gramming_aids and disk ^iatndli^ngj;omnfiandS-__
CoRitnodore 64
Hiiibr'Kier-C«niniidare64 15
- authentic naval warfare game (complete with sonar)
Submarine Warfare (Clockwork Computers) 29
WordPro 3+/64 75
Var\illa PILOT with Turtle Graphics 27
- also includes sound, Toolkit, joystick support
Commodore 64 Programmer Reference Guide 1 6
CCI Submarine Warfare 24
Laser Command 1 5
EADLY GAMES fir Young Chlldnfl 25
PETSPEED Compiler C64 120
CALC RESULT Spritd Sbed PkIciib 1 35
1000 Miles (Mille Bornes Game 9
MienClisi 19
Adventure (disk) 9
Draw Poker 5
MAE Assembler - C64 85
Assembly Language Tutorial - C 64 /VIC 27
Abacus Software in stock
Synthy-64 mustc and sound synthesizer 26
Tiny BASIC Compiler 17
ScreenGraphics-64 adds BASIC Graphics 22
VIctifv Siftvirt for Conntdirt 64 ii stack
Adventure Pack I (Victory Software) 1 2
Adventure Pack II (Victory Softwarel 12
Annihilator 16
Chomper Man 1 6
Educational Pack 1 10
Grave Robbers {Victory Software) 1 2
Kongo Kong 16
Strategy Pack f 16
TREK 12
215-822-7727
252 Bethlehem Pike
Col mar, PA 1891 5
A B Computers
WRITE FOR CATALOG. Add SI. 50 per order for United Parcef
We pay balance of UPS surface shipping charges on all prepatd orders
(add extra for mail. APO/FPO. air) Prices include cash discount
Regular prices slightly higher Prtces subject to change,
COMPUTEl's
First Book Of VIC
Authors: COMPUTE! Magazine
contributors
Price: SI 2.95
On Sale: Now
V friiroducrion
Robm Lock
■ ■ • • Michae/ S Tomczyk
Dorothy KumrnHeder/Dav/dThornburg
Chapter One: Getting Started.
3 The Sto/y Of The VfC
il Compurer Genesis.
From Sticks And Srones To VfC
20 Super Ca/cularor
24 Large Aiphaber .\".;."** J'm ButertoS
ttpT^^.^i?'''^ -■^- "*■*■" ^^^gFerguson
-3V Extended Input Devices " ' * " -■>.... Dawd Ma/mbern
Paddfes And The Keyboard ,, ^ ,
46 Game Paddles , ' ^'^^ Bassman / Salomon Lederman
Chapter Two: Diversionc n„ - David Ma fmberg
|9 The .oysnc. Conne^^on Z"^^^^^^^ Education.
f^^^P" ^^eorMaze P^^' t Bupp / Stephen P Drop
7S Alphabenzer •"'-- ■•-■■. Da v/d /? M,zrier
80 Count The Hearts . ■"' --■..- Jim W., cox
- Chnsropher J. pfynn
Finally, it's VIC's turn!
Users of other popular personal
computers have been enjoying their
COMPUTE! Books: COMPUTEl's
First Book Of PET/CBM, Program-
ming The PET/CBM^ and others.
Now, there's a book devoted
exclusively to the Commodore VIC-
20"" Computer: COMPUTETs First
Book Of VIC
The editors of COMPUTE!
Magazine - the leading resource for
the \/lC-20 - gathered together the
best \/IC-20 articles published since
the summer of 1981 and added
some new material. The result is
more than 200 pages of valuable
information - information that goes
beyond the instruction manuals. In
the COMPUTE! tradition, it is care- *
fully edited io be easily understood
and useful for beginners and experts
alike.
COMPUTEl's First Book Of VIC
is spiral-bound to lie flat and
includes ready-to-type program
listings and articles such as 'The
Joystick Connection: Meteor Maze/'
"STARFIGHTS/' 'Train Your PET To
Run VIC Programs/' "Renumber
BASIC Lines The Easy Way " "High
Resolution Plotting/' ''Custom Char-
acters For The VIC/' "VIC Memory -
The Uncharted Adventure/' and "A
Simple Monitor For The VIC/'
At only SI 2.95, less than most
computer manuals, COMPUTEl's First Book Of VIC
is among the best resources a VIC user can own.
Available at computer dealers and bookstores nationwide. To order directly call TOLL FREE 800-334-0868,
In North Carolina call 9 1 9-275-9809. Or send check or money order to COMPUTE! Books, P.O. Box 5406,
Greensboro, NC 27403.
Add S2 shipping and handling. Outside the U.S. add $5 for air mail S2 for surface mail. All orders prepaid. U.S. funds only.
VIC-20 is a trademark of Commodore Electronics Limited
97 Ji^^nYour PET To Run VIC Programs ''^"'"^^ '' McCmste,
99User(npw... ^ LyfeJordan
I03Amorr,ze WayneKozun
106Append ^mfha/Gl^^e^
109 Pnnt-ng The Screen WayneKozun
1 1 f I '^' ^""f'J^ing Quote CD, Lane
11 5 Atonate Screens Charles Brannon
I IV Timekeeping Jim Butterfield
125 Renumber BASIC Lines The Easy U/av ^^'^'' Schleiffe,
1 io C'^'°™"'^ <■'"«■ Numbers ^ ^^I^^rles H, Gould
Z9 PutKng The Squeeze On Your VIC-20- -'''^ ^''^^
141 aT^ ^^^ ^°'^ °"' Of 5000 Bytes
•*1 An Easy Way To Relocate VIC Proorami: ^'-^"'^V '^ 6e""i
On Other Commodore Computers
Chapter Four: Color And Graphics ''''''''' '°'' '^^'^--^
47 Kale,doscopeAndVar,at,ons ^''^P'""'
Iz. ^'9^ fesolution Plotting Kenneth Knox
154 VIC Color Tips "*. PaulFSchal;-
1 Aft W/indow Charles Brannon
1 60 Custom Characters For The VIC Charles Brannon
Chapter Five; Maps And Speclfieation, °' "^ ''""'"'
73 How TO use The 65^0 Vrdeo Inte^ffce Ch^ "
1 79 Browsing The VIC Chip ^ Dale Gilbert
llo ]!'f '^^'^°'y - ^^"^ Uncharted Adveniure n^virt r.' " '/. ^"^ Butteffreld
1 89 Memory Map Above Page Zero "" ^ ^^™" ' '^'^ f^^^l Kleinett
Chapter Six: Machine Language. ' " ''"' "
1 95 TmMON I : A Simple Monitor For The vTc
202 Entering TINYMON I Directly Into
217 Inclex
) Your \/iri>n "'''^ Butterfield
^°"'^'"° Russell Kavanagh
HARMONY VIDEO & COMPUTERS
800-221-8927 J
COMMODORE
VC20 89.95
COMMODORE 64 369.95
VIC 2N D ATASETTE 59,95
COMMODORE DISC DRIVE 289.95
1525P PRINTER 289.95
COMMODORE MONITOR 249.95
VIC TELEPHONE MODEM 69.95
RS 232 TERMINAL INTERFACE CALL
IGEE-48e INTERFACE CALL
VIC 8K MEMORY PAC 39.95
VIC 16K MEMORY PAC 69.95
MOTHER BOARD 89.95
VIC 3K SUPER EXPANDER
VIC PROGRAMMER'S AID CALL
VICMON CALL
INTRO TO BASIC I & II 69.95
APPLE 2 PLUS
999.95
APPLE 2E
CALL
ATARI
ATARI 400W16K
ATARI 800W46K
ATARI 1200XLW64K
ATARI 410 RECORDER
ATARI 1010 RECORDER
ATARI 810 DISC DRIVE
p
1
159.95
449-95
589.95
76.95
77.95
389.95
EPSON
MX 60 PRINTER
399.95
EPSON
FX 80 PRINTER
599.95
ATARI 830 ACOUSTIC TEL. MODEM 159.95
169.95
ATARI 822 THERMOL PRINTER CALL
ATARI 1020 40 COL PRINTER 219.95
ATARI 1025 80 COL PRINTER 379.95
ATARI 16K MEMORY EXPANDER 89.95
ATARI WORD PROCESSOR 69.95
ATARI BASIC REF. GUIDE CALL
ATARI PROGRAMMER KIT CALL
ATARI ENTERTAINER KIT 29.95
ALL
WE CARRY A FULL LINE OF SOFTWARE FOR
ATARI AND COMMODORE
CALL FOR LOWEST PRICES ^^^
■"-^^^^ri^r^ife^ 3
VCR PRICES TOO LOW TO PRINT!
VIDEO TAPE (By case of 10 only)
ALL s
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FOR
LOWEST
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6.50
MAXELL
8.40
13.50
10.25
6.50
MEMOREX
8.75
13.50
10.50
6.50
SCOTCH
8.50
13.50
10.25
6.50
SONY
10.25
6.99
JVC
9.50
13.50
11.50
RCA
8.90
PANASONIC
8.50
TDKP
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JALT12C
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MAXELL PROFESSrONAL L750 OR T120 1 5.95
* MEMOREX PROFESSIONAL 16.95
FOR THE LOWEST PRICES ON VIDEO CALL 800-221-8927
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COMMODORE ATARI APPLE TEXAS INSTRUMENTS EPSON
July 1983 COMPUTE! 211
VIC MUSICIAN
Blake Wilson
You am have your VIC playing a son<^ iu the background
while some other BASIC program is RUNning, It mill
ez^eu play xvhile you're programming. This article will
also show you hoiv to take music from a printed score
and enter it into your VIC.
I have always believed that music in any form
was above my head. I own a computer retail store,
and several customers have asked how they could
produce music that woulci run continuousli/, with-
out delays, during a program. My wife helped me
to understand just what all those incomprehen-
sible symbols on a piece of sheet music actually
mean. 1 wanted the explanation in terms that I
(and VIC) could understand. The only musical
instrument that I can play is the VIC. Here's her
response:
lines). The lower set is often for harmony; usually
we can ignore them.
Compare the data at line 190 with the musical
score above. Notice that the first item is duration.
The first note is filled in and has a shaft and one
flag. That means that it is c\n eighth note and will
be played for 15 jiffies. The next data item repre-
sents the pitch - it is 201 because the note is tangent
to the lowest line. The next two notes are the same.
The fourth note is open and has a shaft. So it is
a half note and gets 60 jiffies. Since that note is
on the third line, its pitch is 'G' = 215. See how
it works?
Inspect a musical score and write data for
each note, first duration and then pitch. Place the
data in the program to replace lines 190 through
260. The actual line numbers mean nothing, but
Note = Pitch
Beats/measure
Measure
Measure
F =232
D =228
B =223
G =215
E =207
C =195
^^^
-J 9-4-, J
O
0m}
=#,^.=
^ •
' 0
G
= 235
E
= 231
C
= 225
A
= 219
F
= 209
D
= 201
<? or p
J \
# or #
V\ notc=l beat = 30 jiffies
Whole note = 120 jiffies
Half note = 60 jiffies
Quarternote = 30 jiffies
/ „.
F
^
Don't be concerned that some shafts go up
and some down, or that notes may be joined with
arcs or bar-like flags. These exist only to confuse
computer people. You need be concerned only
with the duration of a note (filled in or open,
whether it has a shaft or not, and the number of
bars or flags. By the way, a dot after a note in-
creases its duration by 50 percent) and its pitch
(as determined by its altitude on the staff). Any
pitch of less than 128 is a rest or silence.
If notes are stacked, just take the highest
one. There are generally two staffs (groups of
212 COMPUTE! July 1983
Eighth note = 15 jiffies
Sixteenth = 7jiffies
Whole rest = 120 jiffies
^L^ Half rest = 60 jiffies
^ Quarter rest = 30 jiffies
7 Eighth rest = 15 jiffies
the first 71 data items representing the program
must come first.
The program is limited to 61 notes due lo the
size of the cassette buffer. In practice, the 61
notes should be enough for most programs. 1 use
only 37 notes in the sample program. If your crea-
tion uses fewer than 61 notes, end your data with
1,1 . This instructs the computer to replay from
the first.
Once the data has been POKEd into the buffer
and you've done a SYS to 830, the music plays
continuously even if you execute NEW or write
A. Dataspan-50
The OaUspin-50 expansion board is the cornerstone for
expandino the VIC-20 to its maximum capa&ihties. it is ttre most
advanced, yet easiest to use expansion board available. Unlike
other expansion boards, the Dataspan-50 has thefollowing
ticlwive features
• 5 slot combination rotiry and rocker twitch selectable
expansion boafd conveniently tonn i\\ switching needs now
and in the tuture without using common hazardous sfot-by-
slot power switching
• Combination switches allow total contriH between computer
cartridges (memory expansion, Proqrammer's Aid*, Vic-Mon*
and other utihties) and oame cartridges
• Dataspan-SO allows staclcmg tjf memory cartfldges up to29K in
BASIC and 40K in machine la nquage,
• Fully buffered hy five hi-tech. Tow power, integrated circuits
that help erevent erratic operation and lost ol data common in
typical unbuffered expansion boards and isotates theVIC"s*
microprocessor from accidental damage
• Highest quality circuit board with gold contacts throughout
• Fused !o protect the VlC-20* power supply
• Master reset button eliminates turning computer otf and on,
• Independent write-proteciion on two sJots.
Qataspan-SO Kit
Dataspan^ Assemtelwl , , S84J95
(Suggested Retail Price Assembled S109-95)
0. Mottier Switcher
Now make any bare bones expansion board fully block
selectable,
• Master reset button.
• Write protection switch.
• Cartridges piggyback on Mother Switcher.
Mother Switcher Assembled ..... SI 155
(Suggested Retail Price SI 7 95)
Ktts for Experionced BuitdBCS only^
All assembled units have full 90-Oay Linr^ited Guarantee.
'Trademark Commodore Bus. Machines
NOTES: These prices are effective June 1. 1383 and are subject
to change without notice All kits supplied wEth complete
assembly and operattng instnictlons.
VIC-2Cr OWNERS
Expand your System with these
Exctuslwe Factory Direct Products
B. Champagne Memory on a Beer Budget
Highest quality glass epoKy 16K memory board with gofd fingers
Erovides full block switching and write-protection on ascti 8K
lock All block switches are conveniently located at the top edgt
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OataRAM _
at Ban! memory board IHAM/HOM) S13ig
bj Bare memiMY board Kh S17 J5
includes all com portents except RAM/ROM chfpa
DatsfiAM 8 _
ci Board with BK HAM - Complete Kit S34J5
d| Board with BK RAM Assembled S37J95
(Suggested Retail Price Assembled S47J95J
OataFiAM 16
el Board with I6K RAM - Comptele Kit S48J5
t] Boafd with 16K RAM Assembled $54 J5
(Suggested Retail Price Assembled S89S5)
C, Datablast-16
Finally a low cost, high quality 2716 EPROM programmer lor the
VIC-20' Put your most often used machine language programs
into EPROMs,
• Orvboard 25 volt power supply.
• Can be used with COMPUTE''s. "Micromon" or
our sottware below
• Program/read mode switch
• We suggest you use the EPROMs with our DataRAM
memory board
Dat3blast-16 ^
a] Kit with low cost ZIF' socket S49Ji
bj Asserrbled with Iow<os1 ZIF* sock^ SS9J98
(Suggested Retail Price Assembled S79.95)
d Kit with TextDo< ZIF' socket S55S5
rf) Assenibled wllh lextool ZIF' socket S81 35
tSuggestedRetailPriceAssembled S85.95)
el Sottwire (or OattblultB (lapel $ 9JS
n 2716 EPROMs $ 450
Zero insertion force.
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P.O. Box 8715
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(503) 295-5890
GB-2
The CB^ is a complete hardware and software package tbal
allows you to easily and efficiently make a backupcopy of your
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UniQue features:
• Allows connection for one or two Datasette* recorders (or
equiva lent). Two recorders required for timpta back-up copies
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• Special wave shaping circuitry makes a back-up copy as
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• cM's Super Btocksaver software and interface card allow you
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3) CB-2 Assembled $89j9S
fSuggested Retail Price S1 14.95)
b] Special CB-Z System ^ ^
for Datasflan-ZO/50 owners $79:95
(Please specify which model when orderfngl
(Suggested Retail Price S10495)
E. RAMraider
• Makes your 3K or SuperemryJer' cartridge a full 4K RAM.
• Recaptures your RAM for BASIC and moves it into Expansion
memory (lower half of Blocks 1, 2, or 3),
BAWnider Kit «4^
BAHratder Assembled 5345$
RAMcharger
• Turn your Commodore 8K cartridge into a full 16K cartridge,
• Full block switching capabilities.
• Sockets allow future EPROM substitution.
RAMcharger Kit S2BJ95
What Makes The VIC Tic?
I f ¥0 u think co mputer ha rd ware means nuts a nd bolts, this book
is lor yout Written especially for the beginner by VIC enthusiasts .
What Makes The VIC Tfc? S 7 J5
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COMMODORE 64 SOFTWARE
PARATROOPER a High Resolution game that doesn't let you make any
I mistakes. You are in your command. Helicopters fill the sky. (and we mean fill
I the sky!), dropping paratroopers. Your mission is to keep 3 paratroopers from
I hitting the ground on either side of your gun. But that's just the beginning. You
[score by hitting the helicopters or the paratroopers, but if you miss a shot it
I subtracts from your score. Therefore, you must make every shot count to
I make a high score! IT HAS FOUR FAST ACTION LEVELS TO CHALLENGE
I THE BEST PLAYER, The High Resolution graphics helicoptors arc fantastic
I They look exactly like helicopters! The paratroopers are super realistic. Their
I chutes open and then they drift down to earth. If this weren't enough the
1 sounds are fantastic. There are helicopter blades whirring and you can hear the
ihowitzer pumping shells. This game really show off the sound and graphic
I capabilities of your VIC. PARATROOPER IS OUR #1 SELLING ARCADE
I GAME, you've got to see this game to believe it. $19.95
SPACE PAK Can you survive? 3 space games with the sights and sounds of
Ian arcade. The excitement builds as the action is un-ending, IBIast away at
I everything in sight. The alien attacks will stop at nothing to destroy you.
I Prepare for battle, there is no escape, only you can help. Can you survive? Hi-
I Res, cobr, graphics and sound. Joystick or keyboard. 3 Games — Rockel
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COSMIC CRUZER Hot action and 3 challenging scenarios. Move your
I cruzer into the tunnel ■ fire missiles and drop bombs. Hit the fuel dumps to get
I nrjore fuel. Move as quick as you dare to hit the surface-to-air missiles. If you are
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[base. No one has destroyed the base yet. Will you be the first. $19.95
VIC ALL STARS We took the best selling VIC programs and put them in a
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I Out, Trapper, Double Snake Out and Artillerv- All eight games for $49.95.
I Hurry because at this price they won't last long. Limited quantity. 8
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Let the COMPUTERMAT
turn }jour 64 into a home arcade!
COLOR . GRAPHICS • SOUND
ON CASSETTE
(Disk Versions Available — Add $5.^)
MUSIC MAKER - $19.^5 EDUCATION PAK - $24.^^ |
4 Programs
Geography Match
Math Adventure
Ruler & Micro
Put sheet music notes
into your 64, plays 3
voices. Program, plus
2 sample songs.
TREASURE PAK - $14,^5
3 Programs
Adventure
Caves of Silver
Shuttle Voyage
GAME PAK - $14.^5
3 Programs
Dragon Chase
Deflect
Flip It
Joystick and Keifboard versions included.
COMPUTERMAT
Box 1664 . Dept. C • Lake Havasu City, Az. 86403
(602) 855-3357
July 1983 COMPtlTEl 213
another program. The music will continue until: PrOQiam ll VIC Musician
1. You type a RUN/STOP RESTORE
2. Attempt to use the cassette
3. Or get so tired of it that you shut off the VIC.
The program is driven by the hardware inter-
rupt. Each jiffy (1/60 of a second), a counter
($033D = 829) is reduced by one. If this decrement
results in a value of zero, the next duration is
placed in the counter, the next note is placed in
the sound generator ($900C = 36876), and the note
count is increased by two and stored at
($033C = 828). The computer then goes on its way,
updating the realtime clock and scanning its
keyboard.
The computer is not slowed appreciably.
Most of the time, unless the note is to be changed,
the time wasted is 120 microseconds per second
or 120 parts per million. If the note must be
changed, then the time lost is a few thousandths
of a second.
Note: A complete listing of musical pitch values, in-
cluding sharps and flats, is in the VIC-2() Pw^raiuuier's
Reference Guide.
10 REM ******* VIC MUSICIAN *******
30 REM *** CONTINUOUSLY PLAYS *****
40 REM ** TUNE FROM STAR WARS *****
60 P0KE36878,L5 ; REM SET VOLUME TO
70 FORI=830TO976 : READG : POKEI , C :NEXT
80 SYS 830 I REM STARTS MUSIC
90 REM ******* SET-UP FOLLOWS *****
100 DATA120, 169, 5, 141,60, 3, 169,6, 14
169
110 DATA13 3,133,0, 169, 3,133, 1,169,9
120 DATA20,3, 169,3, 141,21,3,88,96
130 REM **** MUSIC PGM FOLLOWS ****
140 DATA206,6I,3,208,28,72,152,72, 1
150 DATA3, 200, 17 7,0, 141, 61, 3, 200, 17
160 DATAl , 240 , 1 2 , 14 1 , 1 2 , 144 , 140 , 60 ,
170 DATA168,104,76, 191,2 34, 160,25 5,
180 REM *** MUSIC DATA FOLLOWS ****
190 DATA15, 201, 15, 201, 15,201,60,215
,15
200 DATA22 5,15,223, 15,219,60,235,35
210 DATA225,15,22 3,15,219,60,23 5,3 5
220 DATA225, 15,223, 15,225,60,219,35
2 30 DATA201, 60, 215,60, 228, 15, 225, 15
240 DATA2I9,60,235,3 5,228,15,22 5,15
2 50 DATA219,60,23 5,3 5,228,15,225,15
260 DATA219,60,235,1,1
MAX
1,61,3,
3,141
72,60
7,0,201
3,104
208,243
**
,60,228
,228, 15
,228,15
,201,15
,223,15
,223,15
,223,15
Prograrn 2: Disassembled Machine Language For VIC Musician
033E 78
SEI
;
PROHIBIT INTERRUPTS (DON'T BOTHER ME)
033F A9
05
LDA
#$05 ;
FIRST NOTE IS SILENCE
0341 BD
3C
03
STA
$033C J
STORE NOTE
03 44 A9
06
LDA
#?06 ;
WAIT 6 JIFFIES
03 46 BD
3D
03
STA
$033D J
STORE DELAY
0349 A9
85
LDA
#$85 J
ADDRESS LOW OF START OF MUSIC DATA
034B 85
00
STA
$00 ;
ZERO PAGE POINTER
034D A9
03
LDA
#$03 ;
ADDRESS HI START OF MUSIC DATA
034F 85
01
STA
$01 ;
ZERO PAGE POINTER
0351 A9
5D
LDA
#$5D J
ADDRESS LOW OF MUSIC PROGRAM
0353 8D
14
03
STA
$0314 ;
VECTOR INTERRUPT TO MUSIC PGM
0356 A9
03
LDA
#$03 ;
ADDRESS HI OF MUSIC PROGRAM
0358 8D
15
03
STA
$0315 ;
VECTOR INTERRUPT TO MUSIC PGM
035B 58
CLI
OK TO INTERRUPT AGAIN
03 5C 60
RTS
BACK TO BASICS
035D CE
3D
03
DEC
$033D ;
REDUCE DELAY COUNTER
0360 DO
IC
BNE
$037E ;
UNLESS DELAY IS FINISHED, EXIT
0362 48
PHA
SAVE ACCUMULATOR ON STACK
0363 98
TYA
TRANSFER Y TO ACCUMULATOR
0364 48
PHA
SAVE IT TOO
0365 AC
3C
03
LDY
$033C i
GET POINTER TO LAST NOTE FREQUENCY
0368 C8
I NY
MOVE POINTER TO NEXT DELAY
0369 Bl
00
LDA
($00),Y ;
GET NEXT DELAY
036B 8D
3D
03
STA
$033D
SET DELAY DURATION
036E C8
I NY
MOVE POINTER TO NOTE FREQUENCY
036F Bl
00
LDA
($00), Y ',
GET NOTE FREQUENCY OR TONE
0371 C9
01
CMP
#$01
IS FREQUENCY=1 (START OVER FLAG)
0373 FO
oc
BEQ
$0381
'IF SO, PLAY IT AGAIN SAM
0375 8D
oc
90
STA
$900C
^ START NOTE PLAYING
0378 8C
3C
03
STY
$033C
?STORE NOTE FREQUENCY POINTER
037B 68
PLA
f RETRIEVE Y FROM STACK
037C A8
TAY
fPUT Y BACK IN Y
037D 68
PLA
? RETRIEVE ACCUMULATOR
037E 4C
BF
EA
JMP
$EABF
?G0 ON ABOUT YOUR BUSINESS
0381 AO
FF
LDY
i$FF
?SET NOTE POINTER TO START -1
0383 DO
F3
BNE
$0378
? BRANCH ALVJAYS TO STORE POINTER
©
214 COMPUltl July 1983
COMMADORE 64
vic-ao
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LED DISPLAY
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DEALER INQUIRIES INVITED
July 1983 COMmmi 215
Timex/Sinclair
Screenscrolls
Glen Mortin
As amjonc who has worked with a ZX-Sl or TS-1000
knows, the scroll facility could be expanded and im-
proved. It cuts dow}i the display file, ami screen POKEs
(which are difficult at best) are made nearly impossible.
This article provides the solution.
Here are four machine language routines which
provide left, right, up, and down scrolls. The
scrolls may be used singularly or in any combina-
tion. When entered together, they occupy a mere
106 bytes, including the six bytes needed for the
REM statement they are stored in.
These utilities will keep the display file ex-
panded to its maximum size, making screen
POKEs possible. If preferred, the programs could
be assembled above RAMTOP so they would not
be affected by NEW or LOAD. Note: These pro-
grams will not work with less than 3V4K of RAM,
because of the unexpanded display file.
The programs are POKEd in by a short BASIC
hex loader, which can also be used for your own
machine language routines. Although no previous
knowledge of machine language is required to
use these programs, I have included mnemonics
as well as hex listings. This will be helpful to those
readers who understand the Z-80 instruction set
and wish to modify or disassemble the programs.
Step-by-step Instructions
The first step in using these scrolls is to type in a
REM statement to store them in. The REM state-
ment must be at least 100 characters long, prefer-
ably a few bytes longer, so if a mistake is made
the program won't POKE up into BASIC. After
you have entered the REM statement, enter
POKE 16510,0 in the direct mode. This POKEs
the first Hne number to 0 so that it cannot be acci-
dentally edited or deleted. Next, type in this hex
loader program:
216 COMPUTE! July 1983
5 LET A=16514
15 FOR X=l TO LEN A$-l STEP 2
20 POKE A, 16* CODE A$(X)+ CODE A$
(X+l)-476
25 LET A=A+1
30 NEXT X
Now comes the tricky part. Type in 10 LET
A$ = " and the hex listing of Program 1 (Upscroll)
(e.g., lOLET A$ = '^2A0C40...10FBC9"). ending
with quotation marks. Be extremely careful here,
since any mistake could crash the computer. Note:
There are no spaces in line 10; the hex codes are
simply typed in one after the other.
After you have entered line 10 and double-
checked for errors, run the program. When it has
finished, enter 'TRINT A" in direct mode. This
should return a value of 16538. If it does not,
reenter line 10 and rerun the program.
The variable "A" is simply a pointer to the
address at which the next block of code is to be
assembled. Therefore, to enter the next block into
your computer you must change line 5 to 5 LET
A = 16538. Then enter the hex listing for Program
2 (Downscroll) into line 10 and rerun the program.
This time, A should be equal to 16567.
Change line 5 to 5 LET A = 16567 and enter
the listing for Program 3 (RightscroU) into line 10.
Run the program and check that A is 16588.
Change line 5 again to 5 LET A = 16588 and enter
the code for Program 4 (Leftscroll). Run the pro-
gram; A should now equal 16614.
Test Program
Now that the machine language has been entered,
lines 5 through 30 can be deleted and a short test
program can be run. Enter the test program shown
below and run it:
5 INPUT A$
10 LET L= LEN A$
15 IF L>31 THEN GOTO 5
20 PRINT AT 11, (31-L)/2;A$
25 IF INKEY$^''5" THEN RAND USR 16588
30 IF INKEY$^"6" THEN RAND USR 16538
35 IF INKEY$ = '*7" THEN RAND USR 16514
40 IF INKEY$="8" THEN RAND USR 16567
45 GOTO 25
The program will wait for an input, so enter a
string of less than 32 characters. The string will be
printed in the middle of the screen. You should
be able to move it around using the arrow keys
(5-8).
This program was written as a simple test;
the scrolls could certainly be put to better use in
programs for games, word processors, or anything
else you might come up with. I have used varia-
tions of these scrolls in a machine language arcade-
type game 1 am working on and have found that
they work quite well. If you want to convert the
code listings into decimal, but are not familiar
with hexadecimal, the codes from 00 to FF are
given beside their decimal equivalent in Appendix
A (p. 137) of the Sinclair BASIC MammL
Let's take a brief overview of the techniques
used in these scroll routines. In the horizontal
scrolls, everything is shifted up or down one byte,
and the first/last column is filled with spaces. A
POKE can be entered so that the empty column
is filled with a different character. The accumu-
lator is used as a temporary store variable, as in a
bubble sort.
In the vertical scrolls, the main instruction is
Idir/lddr. With this instruction, the hi register pair
is loaded with the start address of the block to be
transferred. The de register pair is loaded with
the address the block is to be moved to, and the
be register pair is loaded with the length of the
block. With these scrolls, everything is shifted
up/down 33 bytes (the length of one line + one
byte for the ''enter" character). The empty line is
filled with spaces, but a POKE can also be used
here to fill the empty line with another character.
BEGINNING PROGRAMMERS
If you're new to computing, please read ''How
To Type COMFUTEt's Programs'' and "A
Beginner's Guide To Typing In Programs."
Program 1: Upscroii
2A
0C
40
Id hl,(400C)
23
inc hi
E5
push hi
11
21
00
Id de,0021
19
add hl,de
Dl
pop de
01
B5
02
Id bc,02B5
ED
B0
Idir
EB
ex de,hl
06
20
Id b,20
Blnk
36
23
00
Id (hi), 00
mc hi
10
FB
djnz Sink
C9
ret
Progi
ram
2:i
DownscrotI
2A
10
40
Id hi, (4010)
11
43
00
Id de,0043
ED
52
sbc hl,de
E5
push hi
11
21
00
Id de,0021
ED
52
sbc hl,de
Dl
pop de
01
B5
02
id bc,02B5
ED
B8
Iddr
EB
ex de,hl
06
20
id b,20
Blnk
2B
dec hi
36
00
Id (hi), 00
10
FB
djnz Blnk
C9
ret
Progi
ram
3:
Rightscroll
2A
0C
40
id hl,(400C)
06
16
Id b,16
Lpl
C5
push be
06
20
Id b,20
3E
00
Id a, 00
Lp2
23
4F
7E
71
inc hi
Id c, a
Id a, (hi)
Id (hl),c
10
FA
djnz Lp2
23
inc hi
CI
pop be
10
Fl
djnz Lpl
C9
ret
Program
4: Leftscroll
2A
10
40
Id hi, (4010)
11
43
00
Id de,0043
ED
52
sbc hljde
06
16
Id b,16
Lpl
C5
push be
06
20
Id b,20
3E
00
Id a, 00
Lp2
2B
4F
7E
71
dec hi
Id c,a
Id a, hi
Id (hl),c
10
FA
djnz Lp2
2B
dec hi
CI
pop be
10
Fl
djnz Lpl
C9
ret
COMPUTE!
The Resource
o
Juty19e3 COMPUTE! 217
Part VI
Commodore 64 Video
A Guided Tour
Jim Butterfietd, Associate Editor
This month we explore a fairly advanced technique:
split screens on the Commodore 64, It's a new aspect of
the computer, combining things we have already learned
into a new set of capabilities. Well demonstrate, via a
BASIC program, an amazing visual display.
We'll need to venture into more technical waters
now, but with a little effort, we can perform some
minor miracles on the Commodore 64 screen. All
the limitations we have learned may be set aside
with a little creative ''cheating/' We'll have to
venture into machine language; but even if you're
not a ML tyro, it's worth knowing that the job can
be done.
We have learned a number of limitations,
largely based on the idea that the screen can do a
lot of things, but only one at a time:
• We can have only one background color,
unless we are in multicolor mode; and even
in that case, we're restricted to our choice of
colors.
• We can obtain information only from one
16K memory quadrant.
• We can use only one character set.
• We can be in character mode or bit map
(hi-res) mode, but not both.
• We may have only eight sprites on the
screen at one time.
In fact, we have a more general set of rules.
We may be in only one mode at a time - multicolor
is either on or off; extended color is either on or
off; and so on. It seems impossible to mix screen
modes and have the best of both worlds, but we
can do it.
Here's the trick: the "Raster Register," ad-
dress D012 together with the high bit of DOll, can
do more than tell us where the screen is being
painted at this instant. We may store an "inter-
218 COMPUTl! July 1983
nipt" value there, and tell the computer: "Advise
me when you get to this part of the screen." At
this point, we can switch screen characteristics:
color mode, high resolution, background color,
character set, memory bank - whatever you want.
Of course, we need to put it all back when we
return to the top of the screen.
The Task
We're going to write a quick program to split the
screen into two parts, each with a different char-
acteristic. It won't be perfect; we're just trying to
show the technique, not to polish up all the loose
ends. The fine points will come later. First, let's
plan.
If we set a new "interrupt" into our machine,
we'll need to make some careful distinctions. First,
when an interrupt happens, we must establish:
who caused this one? Was it the raster, or the
traditional interrupt source of 1/60 second timing?
Second, if it was a raster, which part of the screen
is involved - the top or the "switch" point?
The Interrupts
Let's start to lay out the machine language pro-
gram. All interrupts will come here, and we'll
need to sort them out. We'll put the program into
the cassette buffer.
033C AD 19 DO INT LDA $D019
033F 29 01 AND #$01
0341 FO 19 BEQ REGDLR
The interrupt has happened and has come here.
Check the Raster Interrupt Bit in D019 - was this
one caused by the raster? We'll need to mask out
the bit we want with an AND. If we get nothing,
it's a regular interrupt - go there.
0343 8D 19 DO STA $D019
It is indeed a raster interrupt, and we must shut
off the alarm. We do this by storing the bit back
where it came from (there's a 1 in the A register
right now). Amazingly, this turns the bit off.
Q commodore
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0346 A2 92
0348 AO 15
LDX #$92
LDY #$15
We'll prepare the registers, assuming we are
doing the top-of-screen work. The hex 92 is deci-
mal 146 - the scan line that hits about mid-screen;
that's where we will want the next interrupt to
take place. Note that hex 92 is considered a "nega-
tive" byte; we will use this fact in just a moment.
Now, let's see if we are correct about being at
mid-screen:
034A AD 12 DO
034D 10 04
LDA #$D012
BPL MID
We look at the raster scan. If it's less than
127, we're near the top of the screen, and we don't
see the "negative" byte. So we skip ahead. If,
however, we are at the middle of the screen, we'll
see a "negative" value. We won't branch; instead,
we'll fix up the registers for mid-screen work:
034F A2
0351 AO
01
17
LDX
LDY
#$01
#$17
Both streams join again at this point. X con-
tains the raster location where we will want the
next interrupt: if we're at the top, we want to be
interrupted at the middle (hex 92); if we're at the
middle, we will want to be interrupted at the top
(hex 01). Y contains information on the character
set we want to choose: graphics or text. Let's pro-
ceed:
0353 8E 12 DO MID STX $D012
Place the next interrupt point into the raster regis-
ter. The next interrupt will now hit at the right
time.
0356 8C 18 DO STY $D018
Place the "character set" value - hex 15 for
graphics, hex 17 for text - into the appropriate
register.
0359 4C BC FE JMP $FEBC
We've done our job. We may now exit. Don't give
an RTI; instead, go to a routine that cleans things
up nicely, at FEBC. And what of our regular
interrupt?
035C 4C 31 EA REGULR JMP $EA31
It goes to the normal address, to which regular
interrupts go.
We have more to do after we get this program
into memory. We must also detour the interrupt
vector to our new program, and fire up the raster
interrupt control
Back To BASIC
Ready to put all this in BASIC? Here we go:
100 FOR J = 828 TO 862:READ X
110T = T+X:POKEJ,X
120 NEXT]
130 IF To 3958 THEN STOP
200 DATA 173,25,208,41,1,240,25,141,25,208,162,146,
160,21,173,18
210 DATA 208,16,4,162,1,160,23,142,18,208,140,24,208,
76,188,254,76,49,234
300 POKE 56333,127
310 POKE 788,60:POKE 789,3
320 POKE 56333,129: POKE 53274,129
Let's look at the last three lines. Line 300 kills
the interrupt for a moment, so that we can mess
with the interrupt vector without running into
disaster. Line 310 changes the interrupt vector to
point at our newly POKEd program. Line 320
restores the interrupt, and adds an extra one: the
raster interrupt.
An Amazing Split
When the program is run, an amazing thing hap-
pens: the screen becomes graphic at the top and
text at the bottom. Impossible, you say? Not for
us clever - and careful - people. The effect is per-
manent: you may NEW the program and start
something else and the split screen will still be
there.
You shouldn't use cassette tape with this
program in place - it's there in the buffer. And
you may find that LOAD and SAVE don't work
quite right. RUN-STOP/RESTORE will put every-
thing back to its former state.
The Unsolved Probiem
But it's not perfect (I warned you). Every once in
a while, the barrier seems to creep slightly, and
then correct itself. Maybe it's computer hiccups.
It seems worse when you are using the keyboard.
What's happening? And how can we fix it? Stay
tuned.
Copyright © 1983 }im Butterfield g
COMPUTE!
The Resource.
'.^i
P.O. BOX 34741
BARTLETT, TN.
38184-0741
'TN. HE5/ADD £'•% SALES TAX
INCLUDE ISO SHIPmNDLC
MULTl*SCREEN " MACHINE* LANGUAGE
vyou won't come back to earth fi
220 COMPUTE! July 1983
Atari Artifacting
Judson Pewther
These tools for exploring artifacting can create some of
the most beautiful graphics i/oi/ve ever seen from your
Atari.
Even if you are not already familiar with the phrase
television artifacts, you have probably noticed that
the colors of points and lines drawn in Atari's
graphics mode 8 are not always what they are
supposed to be. (False colors may also appear in
graphics mode 0.) These comments apply unless
you are using a high resolution color monitor
with digital input.
Although the BASIC Reference Manual claims
that only "one color and two different lumi-
nances" are available in GRAPHICS 8, in actual
fact six distinguishable color/luminance combina-
tions are possible because of TV artifacting.
While the BASIC Referetice Manual does not
mention this very interesting fact, it is fully
documented in De Re Atari, Appendix IV, which
gives the definition: "The term TV artifacts refers
to a spot or 'pixel' on the screen that displays a
different color than the one assigned to it." And
as further explained, TV artifacts are caused by
the way in which color and luminance information
is modulated onto an NTSC television signal.
Let's summarize the effects of artifacting in
GRAPHICS 8:
1. The effect is maximized by plotting a light
color (high luminance) on a dark background,
or dense dark patterns on a light background.
2. The color of a pixel is not affected by its Y-
coordinate.
3. The color displayed by a pixel depends not
only on its assigned color, but also on whether
its X-coordinate is even or odd, and on the
color assigned to its horizontal neighbors.
4. Horizontal resolution has a practical limit
of 160 rather than 320. Thus, two horizontally
contiguous pixels tend to form a single pixel
of uniform color.
What colors are actually produced? This can
depend on the particular TV monitor being used,
and on the exact setting of its controls. The setting
of the tint control will make the biggest difference.
The major effects of plotting white (the as-
signed color) pixels on a black background are
summarized in the following table. N is the
number of horizontally contiguous white pixels.
X is the X-coordinate(s) of these pixels in terms of
"even" and "odd." COLOR is the approximate
actual color displayed by these pixels, assuming
normal settings on the TV monitor.
N X Color
even
odd
even-odd
odd-even
green
blue
orange
lightblue
nearly white
white
The Table Illustrated
The short program below illustrates artifacts by
drawing two series of nearly vertical white lines
on a black background. Colored horizontal bands
are produced in accordance with the rules in the
previous table. No actual white is produced in
this example, because there are at most only
pairs of horizontally contiguous "white" pixels.
Notice in particular that the solid-color bands are
created either because all the "even" pixels give a
solid green, or all the "odd" pixels give a solid
blue.
Lines 199 to 250 can be added to allow the
user to easily step the assigned hue through all 16
possibilities, while preserving the 0 luminance
setting for the background and the 14 luminance
setting for the plotted lines. The background color
may be nearly invisible because it is at 0 luminance,
but the colors in the horizontal bands will change
greatly. Remember that in GRAPHICS 8 the hue
associated with the COLOR 1 statement and with
the lines that were drawn is the background hue
as determined in the SETCOLOR 2,hue,0 state-
ment. Even when we are not seeing the assigned
hue because of TV artifacting, changing the as-
signed hue changes the displayed hues.
Best results are obtained by adjusting TV
brightness and contrast to a low or minimum
value. TV color may be boosted somewhat, but
too much boost blurs the picture. However, the
July 1983 COMPUTE! 221
tint control may be adjusted freely from one ex-
treme to the other to vary the colors. These com-
ments apply generally to any program where TV
artifacts are used.
Program 1:tv Artifacts
10
BRAPHICS 8: COLOR 1
20
SETCOLOR 1,0,14
: SETCOLOR
2,0,
0
30
FOR X=0 TO 318
STEP
4
40
PLOT X,0:DRAWTO
X+1,
159:
NEXT
X
50
FOR X=0 TO 308
STEP
4
60
PLOT X,0:DRAWTO
X + 9,
159:
NEXT
X
199
REM ttt CHANGE
HUE
ttt
200
H=0:OPEN #1,4,
0, "K:
"
210
? :? "ASSIGNED
HUE
IS NOW ";
H
220
? "HIT H KEY TO CHANGE
HUE"
230
GET #1 , X: IF X<
>72 THEN
230
240
H=H+1 : IF H=16
THEN
H^0
250
SETCOLOR 2,H,0
:GOTC
\ 210
TV artifacts are really a failure of resolution,
but a very interesting failure. And the colors pro-
duced can add dazzle to graphics art programs.
Although these false colors may at times be an-
noying, and although the failure in horizontal
resolution is certainly an annoyance, TV artifacts
compensate considerably for the fact that only
two intensities of a single color are officially avail-
able in GRAPHICS 8.
Moire Patterns
Program 2 is a graphics art program which relies
on artifacts for its beauty. It also makes use of a
technique for creating enhanced moire patterns.
You are probably already familiar with the
simple type of moire pattern produced by a pro-
gram like the following:
Program 2: Simple Moire
10 GRAPHICS 24
20 SETCOLOR 1 , 0 , 1 4 : SETCOLOR 2,0,0
30 FOR X=0 TO 3ia STEP 3
40 COLOR liPLOT 159,0:DRAWTO X,171
60 NEXT X
70 BOTO 70
To see a somewhat different moire pattern
with a more uniform distribution of light and en-
hanced contrasts in the details, add the following
line and run the program again:
50 COLOR 0:PLOT 159,0:DRAWTO X + 1,191
This program step draws a black line which
cancels out half (or more) of the "white" pixels
which were plotted in the previous step, line 40.
This basic idea is varied and elaborated in Program
3: Pyramid.
Program 3 is designed so that slow typists
(like myself) will not have to type in the whole
thing just to see what it does. The first half of the
program (lines 100 through 470) is almost entirely
for the purpose of letting the user control the
222 COMPUTE! July 1983
parameters of the pattern in order to see better
how the various effects are achieved. To eliminate
some typing, replace the first half of the program
with the single line: 100 GRAPHICS 24. Then
begin typing at line 500.
The program is essentially self-explanatory,
but it might be worthwhile to point out a few
things. Lines 500 to 540 select a set of random
parameters for the pattern that is about to be
drawn. WHITE and BLACK are associated with
the subroutine for drawing a set of vertical lines
at line 1000 in the program. They are dual purpose
variables: if equal to 0 or 1, then a set of "even" or
"odd" lines will be drawn, but if greater than 1
the subroutine will not be called. So, the prob-
ability is .25 that WHITE will call the subroutine,
since it is a random integer ranging from 0 to 7.
The same applies to BLACK.
WHITE lays down a colored background for
the pattern, but has a slightly different effect if
the old pattern has not been wiped out by line
730. BLACK erases all colors in the pattern
except for black and another color, just before the
program recycles to select a new set of random
parameters.
Line 535 works in conjunction with line 740
to insure that the new values of MODE, APEX,
and SPACE are not exactly the same as the old
values.
Line 550 prevents the attract mode from set-
ting in as long as the program continues to recycle
through new variations.
Except for the user option to hold a pattern
indefinitely (lines 450 and 720), there are no forced
time delays. It takes about a minute for the pro-
gram to make one cycle, which should be more
than enough time to observe a variation of the
pattern. If you wish to freeze a particular pattern,
program execution mav be stopped and restarted
by hitting CTRL].
Finally, although the program isn't especially
fast, I think you will find that many of its variations
are as spectacular as anything you have yet seen
on your Atari.
Program 3: Pyramid
100
1 12
1 13
114
115
120
130
140
150
160
GRAPHICS 0
HE PYRAMID
POSITION
9,2:
'*** T
? "ADJUST TV CONTRAST AND"
? "BRIGHTNESS TO MINIMUM-";?
? "ADJUST TV COLOR AND TINT"
? "TO SUIT INDIVIDUAL TASTE.":?
? "YOUR CHOICE: "
? " (0) RANDOM PARAMETERS"
? " (1> USER CONTROLLED PARAMETERS"
INPUT CHOICE: IF CHDICE=0 THEN GR
APHICS 24:GaTD 500
IF CH0ICE<>1 THEN 150
170
180
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
498
500
510
520
530
535
540
550
598
600
620
630
640
650
660
670
680
690
700
710
720
730
740
750
999
1000
1010
1020
1999
2000
2010
2020
2030
2999
3000
3010
3020
7 :? "DRAW BACKGROUND OF VERTICA
L LINES?"
-^ " (0) EVEN LINES"
-^ " (1) ODD LINES"
? " C2) NO BACKGROUND"
INPUT WHITE: IF WHITE=2 THEN 230
IF WHITEO0 AND WHITE<>1 THEN 210
? :7 "DRAW PYRAMID IN MODE"
? " (0> FROH THE CENTER OUTWARD"
? " (1) FROM LEFT TO RIGHT"
INPUT MODE
IF MODEO0 AND MDDEOl THEN 260
? :? "FOR APEX OF PYRAMID USE"
? " (0> ONE POINT"
? " < 1 > TWO POINTS"
INPUT APEX
IF APEXO0 AND APEXOITHEN 310
? :? "SPACING OF RAYS FROM APEX?"
? "(USUALLY AN INTEGER: 2 TO 6)"
INPUT SPACE: IF SPACE< 1 THEN 350
? :? "DRAW BLACK VERTICAL LINES?"
? " (0) EVEN LINES"
? " CI) ODD LINES"
? " (2) NO LINES"
INPUT BLACK: IF BLACK=2 THEN 420
IF BLACKO0 AND BLACKOl THEN 400
? :? "WHEN FINISHED"
? " (0) GOTO RANDOM PARAMETERS"
? " <1) HOLD THE PATTERN"
INPUT HOLD
IF HOLDO0 AND HOLDOl THEN 450
IF CH0ICE=1 THEN GRAPHICS 24:G0T
0 600
REM ttt RANDOM PARAMETERS***
WHITE = INT<RND(0> »8>
MaDE=INT CRND C0) *2)
APEX=INT (RND (0> *2)
SPACE=2+INT(RND(0) *5)
IF MODE=M AND APEX=A AND SPACE=S
THEN 510
BLACK^INT (RND (0) «8)
POKE 77,0: REM RESET ATTRACT MODE
REM *** PROGRAM EXECUTION ***
5ETC0L0R 2,0, 0; SETCOLOR 1,0,14
IF WHITE>1 THEN 640
COLOR 1 : B=WHITE: GOSUB 1000
IF MODE=0 THEN GOSUB 2000
IF M0DE=1 THEN GOSUB 3000
REM *** DRAWTO SIDES ttt
FOR K=191 TO 1 STEP -SPACE
COLOR 1:PL0T 1 59 , APEX : DRAWTO 318
,K:PLOT 159, APEX: DRAWTO 0,K
COLOR 0;PLOT 159,0:DRAWTD 318, K-
1:PL0T 157,0:DRAWTQ 0,K-1:NEXT K
IF BLACKM THEN 720
COLOR 0: B^BLACK: GOSUB 1000
IF HDLD=1 THEN 720
IF RNDC0)<0,2 THEN GRAPHICS 24
M=MODE: A = APEX : S= SPACE
GOTO 500
REM **« SUBROUTINE VERTICAL LINES
FOR K=B TO 319 STEP 2
PLOT K,0;DRAWTO K,191:NEXT K
RETURN
REM »** SUB STARTS FROM CENTER
FOR K=0 TO 158 STEP SPACE
COLOR 1:PL0T 159,0: DRAWTO 159+K
, 191 : PLOT 159, 0: DRAWTO 159-K, 191
COLOR 0:PLOT 1 59 , APEX : DRAWTO 1 6
0+K, 19 1: PLOT 159, APEX; DRAWTO 15
8-K, 191
NEXT K:RETURN
REM «** SUB DRAWS LEFT TO RIGHT
FOR K=0 TO 319 STEP SPACE
COLOR 1:PL0T 1 59 , APEX : DRAWTO K,191
COLOR 0:PLOT 159,0:DRAWTO K+1,1
91:NEXT KrRETURN ©
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All About The
Commodore USR
Command
John L Doriing
Have you wondered hoio to use B ASICs USR com-
mand? This article explores this useful feature with
examples for every Commodore computer.
This introduction to the USR function will form a
basis for more complex applications. We'll explore
passing double precision integers between BASIC
and machine language.
Here's how the USR function works. Both
the USR and SYS commands are like the BASIC
GOSUB command. Instead of transferring control
of a BASIC program to a BASIC subroutine, USR
and SYS cause control to go to a machine language
subroutine.
But unUke the SYS function, the USR function
has the additional capability of transferring num-
bers or information to or from a machine language
subroutine.
The USR command format is n = USR(v),
where n is any variable name, and v is any variable
whose value is to be transferred into the machine
language subroutine. Upon return to BASIC, the
machine language subroutine will place the newly
computed value into the variable n. The transfer
of values and information between BASIC and
machine language is accomplished via the floating-
point accumulator (FAC). The FAC is five con-
secutive bytes in memory that are used for storing
floating-point numbers (numbers which can have
decimal points in them). Address information for
the machine language subroutine is specified in
locations 1 and 2 (785 and 786 in the Commodore
64), and is stored in standard LBHB (Low Byte,
High Byte) format.
For example, the command nv = USR(ov) in a
BASIC program would first transfer the value of
ov to the FAC. Then the program branches to the
machine language subroutine whose starting ad-
dress is stored in locations 1 and 2 (785 and 786 in
22d COMPUnt July 1983
the 64), Before leaving the machine language sub-
routine, the programmer stores the newly com-
puted value in the FAC, and issues an RTS com-
mand (ReTurn from Subroutine). Upon reentering
BASIC, the value in the FAC is held by the variable
//!', and the BASIC program continues from where
it left off.
The only thing preventing you from taking
full advantage of the USR function is the conver-
sion of the floating point data in the FAC. The
number must first be in a format your machine
language program can use, and then the computed
value must be reformatted back into the FAC for
the return trip to your BASIC program. The secret
lies in knowing the location of two important sub-
routines in the ROM code. One of these sub-
routines converts the contents of the FAC into a
double precision integer stored at $61 and $62 on
the PET, or $64 and $65 on the VIC and 64. The
second subroutine converts the double precision
integer in the A and Y registers to a floating point
number in the FAC
Helpful Subroutines
These two subroutines are easy to use. Note: These
examples are for PET Upgrade BASIC. Refer to
the table reference for the appropriate locations
on your computer.
1. Convert the FAC to a double precision integer.
JSR $DBA7 ;CONVERT FAC TO AN INTEGER IN
$61 AND $62
LDA $61 ;MSB OF INTEGER
LDY $62 ;LSB OF INTEGER
The A and Y registers contain the converted in-
teger value of T in the BASIC equation, S = USR(T).
It can be saved and used by your machine lan-
guage program when needed.
When you need to transfer a value from the
machine language program back to BASIC, the
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double precision integer must be placed in the
FAC in the proper format. The following code
will accomplish this nicely.
2. Convert a double precision integer in A, Y to FAC.
LDA $... ;MSB OF INTEGER
LDY $,.. ;LSB OF INTEGER
JSR $D26D ;CON VERT INTEGER IN A,Y TO FAC
RTS ;RETURN TO BASIC
In the equation, S = USR(T), S will contain
the converted value provided by the machine
language program. These two ROM subroutines
should be sufficient for most user applications.
To illustrate the use of these subroutines,
let's use the USR function to simulate the PEEK
instruction. This allows us to evaluate the sub-
routines by comparing the test results with the
results of a known instruction. The particular
example chosen is useful only as a learning tool.
Simulated PEEK
If you wish to try the example on your computer,
use the following procedure:
For PET/CBM with Upgrade or 4.0 BASIC:
1. Access the Monitor by SYS 1024.
2. Display the proper block of memory by
typing .M033C 0352.
3* Type in the code from Program 1 or 2 as
appropriate for your PET. Do a monitor save
on it by typing .S'Ya 0:USR.M';08,033C,0352
fordiskor.S"(a0:USR.M",01,033C0352for
tape.
4. Enter the BASIC Program 5 and SAVE it as
USR.B,
5. RUN the BASIC program.
The only reason for saving these programs is
to avoid reentering the data in case of an unrecov-
erable crash due to a typing error.
If it is necessary to load the programs again,
always load the machine language program first,
and then the BASIC program. Otherwise, the
BASIC address pointers will be incorrect and your
program will not run properly.
For the VIC-20 and Commodore 64:
1. Type in Program 3 or 4 as appropriate,
then add the lines from Program 5 (64 owners
note line 120). The numbers in the DATA
statements comprise a machine language
program and must be typed in correctly.
2. Before RUNning the program, SAVE it to
tape or disk.
3. RUN the program.
If you are curious about what the machine
language does, here is a disassembly of the Up-
grade BASIC version.
226 COMPUTE! July 1983
$033C 20 A7 DB START JSR $DBA7
$033F A5 61
$0341 85 FC
$0343 A5 62
$0345 85 FB
$0347 AO 00
$0349 Bl FB
S034B A8
$034C A9 00
$034E 20 6D D2
$0351 60
$0352
LDA $61
STA $FC
LDA $62
STA $FB
LDY #$00
LDA ($FB);Y
TAY
LDA #$00
JSR $D26D
RTS
■ END
;FACTO INTEGER
IN $61, $62
;TMSB
;TEMP SAVE MSB
;T-LSB
;TEMPSAVELSB
;INDIR INDEX
;DATAAT$FB,FC
ADDR
;S-LSB
;S-MSB:=0
;CONVERTA,Y
TO FAC
;RETURNTO
BASIC
Making USR Work
Now let's look at all seven steps that are necessary
to make the USR function work. These steps, as
used in the example, will be explained in detail
for the Upgrade BASIC version. Again, you can
refer to the table for the appropriate locations on
your particular computer.
• STEP 1: POKE the USR Jump Address in Loca-
tions 1 and 2.
The first step is to put the machine language
start address in locations $01 and S02, The least
significant address byte (LSB) is stored in location
1, and the most significant address byte (MSB) is
stored in location 2. In the example, the machine
language start address is located at $033C, There-
fore, locations $00 through $02 should contain the
following 6502 code:
ADDR. CODE MNEMONIC
$0000 4C 3C 03 JMP $033C
In BASIC, address values must be stated in
decimal. The conversion for the LSB address byte
S3C is 3=^16+12 = 60 and the MSB address byte
S03 is 0''16 + 3 = 3, providing the POKEd values in
line 110. It is not necessary to POKE location 0
($310 on the 64) as it was initialized to the proper
value when power was applied.
• STEP 2: Determine T in S = USR(T).
In your BASIC program, establish a value for
T in the equation S==USR(T). To use the ROM
subroutines provided in this article, T must be an
integer with a value between 0 and 65535. This is
the full range of 2-byte integers and in hex is
equivalent to $0000 through $FFFF. In the ex-
ample, lines 130 - 150 are used to input and test
an integer number between 0 and 65535.
• STEP 3: Execute 5 = USR(T).
When S = USR(T) is executed, it is equivalent
to SYS(828). In both cases, control is transferred
from BASIC to your machine language program.
The USR function differs from the SYS command
in that the FAC can be used to pass real data to
and from the machine language program. Note
that 828 = Loc 1 + 256 x Loc 2 (828 = 60 + 3 x 256).
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July 1983 COMPtlfEi 227
• STEP 4: Convert FAC to Positive Integer.
While in your machine language program,
convert the value in the FAC to a two-byte integer.
The JSR to $DBA7 at $033C converts the FAC to a
double precision integer whose MSB is located in
$61 and LSB is located in $62.
• STEP 5: Execute ML Program.
In the example, the instructions located from
$033F - $034 A are used to get the value that we
wish to pass to BASIC.
• STEP 6: Convert Positive Integer to FAC and
Exit.
The instructions in $034B through $0351 put
the integer value in the "A" and "Y" registers.
Since the simulated PEEK v^ilue is really only a
single precision integer, the N4SB is set to zero.
The JSR to $D26D will convert the values in the A
and Y registers to floating point and place them in
the FAC. Finally, the RTS will return control to
BASIC.
• STEP 7: Verify S in S = USR(T).
The real variable S, in the equation
S = USR(T), will now be assigned the value placed
in the FAC by your machine language program.
Lines 170 and 180 in Program 5 display both the
value of S and the actual PEEK value to verify
that the simulation is correct.
That's all there is to it. When you break it
down, step by step, it's not that difficult. Perhaps
the USR function will now find a place in your
programming arsenal.
Floating Accumulator Locations For PET/CBM,
VIC, And 64
Loc. of FAC
Result
Loc, of
USR
to Integer
Left in
Integer to
Vector
Computer
Routine
Location
FAC Routine
Location
VIC
$DC9B
$64,565
$D391
$01, $02
64
$BC9B
$64,$65
$B391
$311,$312
Upgrade PET
$DBA7
$61, $62
$D26D
$01, $02
4.0 PET
SCDDl
$61 ,$62
$C4BC
$01,S02
Program 1: pet upgrade basic version
033C 20 A7 DB A5 61 85 FC A5
0344 62 85 FB A0 00 Bl FB A8
034C A9 00 20 6D D2 60 00 FF
Program 2: pet 4.o basic version
033C 20 Dl CD A5 61 85 FC A5
0344 62 85 FB A0 00 Bl FB A8
034C A9 00 20 BC C4 60 00 FF
Program 3: vic-20 version
10 FOR A=828 TO 849: READ D:POKE A, D: NEXT
20 DATA 32,155,220,165,100,133,252,165
30 DATA 101,133,251,160,0,177,251,168
40 DATA 169,0,32,145,211,96
An Explanation
Of LBHB
The Low Byte, High Byte (LBHB) data storage
format is a method many microcomputers
use to store large numbers. Because a byte
can hold a number no larger than 255, two or
more consecutive bytes are needed to repre-
sent numbers larger than 255. The LBHB
format involves a method in w^iich numbers
are broken down, then stored in memory
with the least significant byte (LSB) first,
followed by the most significant byte (MSB).
A number between 256 and 65535 is
stored in RAM memory using two consecu-
tive bytes. The second byte (the most significant
byte) is derived by dividing the original
number by 256, and then storing the integer
(no fractions) value into the MSB. The re-
mainder of this division is then stored in the
first or least significant byte. Thus you use the
following formula for reading LBHB numbers
in memory:
number - LSB + (MSB * 256)
For example, let's say that j^ou wanted
to USR to address 828 (the cassette buffer in
most Commodore machines). You would
need to put 828 into addresses 1 and 2 and it
would have to be in this LBHB format.
Here's how it's done:
1) Divide 828 by 256 and store the re-
sulting integer byte 2.
828/ 256 = integer 3
2) Store the remainder of this division in
byte one:
828 - (256 * 3) = 60
The TWO Methods
To automatically store numbers into ancH
read numbers from memory using the LBHB
format, use these two formulas:
To read a LBHB number, where N =
number:
N = byte 1+ (256* byte 2)
To Store a LBHB number, w^here N =
number to be stored:
NN = INT(N / 256): POKE byte 1, N - (NN * 256):
POKE byte 2, NN
BEGINNING PROGRAMMERS
If you're new to computing, please read "How
To Type COMPUTE!'s Programs" and "A
Beginner's Guide To Typing In Programs/'
228 COMPUTE! July 1983
Program 4: commodore 64 Version
10 FOR A=828 TO 849 : READ D:POKE A, D: NEXT
20 DATA 32,155,188,165,100,133,252,165
30 DATA 101,133,251,160,0,177,251,168
40 DATA 169,0,32,145,179,96
Program 5: USR Demonstration
100 REM SAVE BEFORE RUNNING
110 POKE 1,60: POKE 2 , 3 : REM JMP $033C
120 REM FOR C-64, USE POKE 785, 60: POKE 786
,3
130 PRINT "SIMULATED PEEK": PRINT
140 PRINT "INPUT AN ADDRESS BETWEEN 0 AND
65535"
150 INPUT T:IF T<0 OR T>65535 OR INT(T)<>T
THEN 140
160 S=USR(T):REM SYS 828 ($003C)
170 PRINT S"= PEEK ( "T")",PEEK(T) : PRINT
180 GOTO 140
COMPUTE!
The Resource.
Now.
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An expansion interface for the VIC-20.
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July 1983 COMPimi 229
Commodore
Programmer's
Alarm Clock
Bruce Jaeger
Youll appreciate this program if you've ever lost track
of time while at your computer. It will act as a
countdown tiyner and print ''QUITV on screen and
sound a bell when the time comes to stop. For VIC, 64,
and PET/CBMs.
Have you ever sat down at your computer after
dinner to "just touch up that program a bit/' only
to find again that you've lost all notion of time
and you've just missed the first half of that movie
you've waited for all week? Or you're supposed
to pick someone up at 6:00, and by the time you
look up from the screen it's 7:30? Me too!
That's why ''Programmer's Alarm Clock"
came about. When you first sit down at your desk,
load and run the program. It will ask you for the
alarm time, and for the current time of day.
That's all. You can run games, develop pro-
grams, write computer articles, whatever. But
when the alarm time comes, the word "QUIT!"
comes up on the screen and there's a healthy beep
from the CB2 speaker.
Programmer's Alarm is a machine language
routine located in the second cassette buffer, and
is accessed 60 times a second by the interrupt
routine that updates TI$ and does other house-
keeping chores. The program merely compares
the previously stored alarm time with the time-of-
day, and lets you know when they match.
The program as written is for the PET/CBM
Upgrade ROM set, 4.0 ROMs, 64, and VIC.
Program 1:
Alarm Clock - Upgrade BASIC PET Version
"ALARM FOR 3,0 PETS"
160 REM *** _ _
***
170 GOSUB280 :13 SPACESIrEM LOAD MACHINE
LANGUAGE
180 T=141 :l6 SPACESlREM TIMER LOCATION,
3,0 ROMS
190 PRINT" {CLRl SET ALARM TIME"
200 PRINT "{ DOWN ) ( HHMMSS )"
210 INPUT "{DOWN} (2 SPACES ]000000
{8 LEFT)";TI?
220 H=PEEK(T) :L=PEEK{T+1)
230 POKE 1022,H:POKE1023,L
240 PRINT" I DOWN} INPUT TIME OF DAY."
250 PRINT" [down] ( HHMMSS )"
260 INPUT "I down) [2 SPACES } 000000
{8 left} ";TI$
270 PRINT" {CLR}":SYS826: END
280 FORX9=0TO 115 : READX8 : P0KE826+X9 , X8 :
NEXTX9 I RETURN
290 DATA 120,165,144,141,172,3,165,145,1
41,17 3,3,169,79, 133,144,169,3
300 DATA 133,145,88,96,165,141,205,254,3
,208,83,16 5,142,205,2 5 5,3,208
310 DATA 76,169,145,141,35,128,169,149,1
41,36,128,169,13 7,141,3 7,128,169
320 DATA 148,141,38,128,169,161,141,39,1
28,169,16,141,7 5,2 3 2,169,15,141
330 DATA 74,232,169,150,141,72,232,160,2
5 5,162,255,136,240,6,202,208,253
340 DATA 76,135,3,169,0,141,75,232,141,7
2,232,141,46,230,120,17 3,172
350 DATA 3,133,144,173,173,3,133,145,88,
76,46,230,46,230
UNDERLINE = SHIFT,
i i = COMMODORE KEY,
I }= SPECIAL,
REFER TO LISTING CONVENTIONS
Program 2: Alarm clock - 4.0 pet version
160 REM ** ALARM FOR 4.0 PETS **
170 GOSUB280 :{3 SPACES} REM LOAD MACHINE
LANGUAGE
180 T=141 :{6 SPACESlREM TIMER LOCATION,
4.0 ROMS
190 PRINT" {CLR} SET ALARM TIME"
Notes For Commodore Alarm Clock
Since Commodore provides a realtime clock
in all of its computers^ the versions presented
here differ only in the location of the machine
language routine and the location of the in-
terrupt request vectors which continually
check the internal clock. Since the internal
clock is affected by using the cassette, the
VIC and 64 versions of this program will give
unpredictable results if you use the cassette
unit. Disk operation and TOOLKIT seem
unaffected.
Also, if the alarm time is set for after
12:00 and you set the time of day to a point
before 12:00, then you must use military time
(1300 for one o'clock, etc.). Otherwise, the
two times will not match, and the alarm will
not sound.
This program is a good one to study if
you are interested in learning about simple
machine language and interrupt-driven
routines. Since the program is so short, it is
fairly simple to understand and adapt for
use in other programs.
230 COMPlfTE! Juty1983
200 PRINT" I DOWN] ( HHMMSS )"
210 INPUT "[down] {2 SPACES } 000000
I 8 LEFTl"rTI$
220 H=PEEK(T) ;L=PEEK(T-M)
230 POKE 1022,H:POKE1023,L
240 PRINT" (down] INPUT TIME OF DAY,"
250 PRINT" [down] ( HHMMSS )"
260 INPUT "lD0WNl(2 SPACES ] 000000
{8 left) ";TI$
270 PRINT" [CLR]":SYS826: END
280 FORX9=0TO 115 : READX8 ; POKE826+X9 , X8 :
NEXTX9: RETURN
290 DATA 120,165,144,141,172,3,165,145,1
41,17 3,3,169,7 9,133,144,169,3
300 DATA 133,145,88,96,165,141,205,254,3
,208,83,16 5,142,205,255,3,208
310 DATA 76,169,145,141,35,128,169,149,1
41,36, 128, 169, 137, 141,3 7,128, 169
320 DATA 148,141,38,128,169,161,141,39,1
28,169,16,141,7 5,2 3 2,169,15,141
330 DATA 74,232,169,150,141,72,232,160,2
55,162,25 5,136,240,6,202,208,253
340 DATA 76,135,3,169,0,141,75,232,141,7
2,23 2,141,46,230,120,173,172
350 DATA 3,133,144,173,173,3,133,145,88,
76,85,228,85,228
UNDERLINE = SHIFT,
6 3= COMMODORE KEY,
[ J= SPECIAL.
REFER TO LISTING CONVENTIONS
Program 3: Alarm clock - vie Version
80 REM ** ALARM CLOCK FOR VIC **
90 GOSUB195
100 PRINT" {CLR] SET ALARM TIME"
110 PRINT" (down] ( HHMMSS )"
120 INPUT" {down] {2 SPACES ] 000000 [ 8 LEFT]
";TI?
130 POKE953,PEEK(160)
140 POKE954, PEEK(161)
150 PRINT" [DOWN] INPUT TIME OF DAY"
160 PRINT" [down] ( HHMMSS )"
170 INPUT" [down] [2 SPACES] 000000 [8 LEFT}
";TI$
180 PRINT" lCLR]":SYS826:END
19 5 FORG=826T0953 : READE : POKEG , E : NEXT : RET
URN
200 DATA 120, 173, 20, 3, 141, 183, 3, 1
73
210 DATA 21, 3, 141, 184, 3, 169, 83, 14
1
220 DATA 20, 3, 169, 3, 141, 21, 3, 88
230 DATA 96, 173, 160, 0, 205, 185, 3, 2
08
240 DATA 89, 173, 161, 0, 205, 186, 3, 2
08
250 DATA 81, 169, 145, 141, 17, 30, 169,
149
260 DATA 141, 18, 30, 169, 137, 141, 19,
30
270 DATA 169, 148, 141, 20, 30, 169, 161
, 141
280 DATA 21, 30, 169, 15, 141, 14, 144,
169
290 DATA 139, 141, 10, 144, 166, 255, 16
4, 255
300 DATA 136, 208, 253, 202, 208, 248, 1
69, 0
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310 DATA 141, 14, 144, 120, 173, 183, 3,
141
320 DATA 20, 3, 173, 184, 3, 141, 21, 3
330 DATA 169, 0, 141, 17, 150, 141, 18,
150
340 DATA 141, 19, 150, 141, 20, 150, 141
, 21
350 DATA 150, 88, 76, 191, 234, 255, 0,
255
UNDERLINE = SHIFT,
§ 3 = COMMODORE KEY,
I }= SPECIAL.
REFER TO LISTING CONVENTIONS
Program 4: Alarm Clock - 64 Version
70 REM ** ALARM CLOCK FOR C-64 **
80 S=54272 : FORR=STOS+24 : POKER, 0 :NEXT
95 GOSUB195
100 PRINT" ICLRlSET ALARM TIME"
110 PRINT "{ DOWN ) ( HHMMSS )"
120 INPUT" {DOWN) I 2 SPACES } 000000 (8 LEFT]
";TI$
130 POKE956,PEEK(160)
140 POKE95 7, PEEK (161)
150 PRINT" I DOWN) INPUT TIME OF DAY"
160 PRINT" I DOWN }( HHMMSS )"
170 INPUT"IdOWN1 {2 SPACES 1000000 I 8 LEFT]
";TI$
180 PRINT" lCLR]":SYS49152: END
195 FORG=49152T049284 : READE : POKEG, E: NEXT
: RETURN
200 DATA 120, 173, 20, 3, 141, 186, 3, 1
73, 21, 3, 141
210 DATA 187, 3, 169, 25, 141, 20, 3, 16
9, 192, 141
220 DATA 21, 3, 88, 96, 173, 160, 0, 205
, 188, 3
230 DATA 208, 92, 173, 161, 0, 205, 189,
3, 208, 84
240 DATA 169, 145, 141, 17, 4, 169, 149,
141, 18, 4
250 DATA 169, 137, 141, 19, 4, 169, 148,
141, 20, 4
260 DATA 169, 161, 141, 21, 4, 169, 15,
141, 24, 212
270 DATA 169, 9, 141, 5, 212, 169, 6, 14
1, 6, 212
280 DATA 169, 34, 141, 1, 212, 169, 70,
141, 0, 212
290 DATA 169, 33, 141, 4, 212, 169, 255,
160, 255, 136
300 DATA 208, 253, 202, 208, 248, 169, 0
, 141, 24, 212
310 DATA 120, 173, 186, 3, 141, 20, 3, 1
73, 187, 3
320 DATA 141, 21, 3, 88, 76, 49, 234, 13
4, 223, 32
330 DATA 223, 0, 223, 32, 223, 32, 223,
32, 223, 0
UNDERLINE = SHIFT,
13=^ COMMODORE KEY,
{ }= SPECIAL.
REFER TO LISTING CONVENTIONS
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232 COMPUTE! July1P83
STARS
George Trepol
This short graphics program draws stars - separate or
coficeutric. It is designed for the TRS-80 Color Com-
puter, but its simpliciti/ makes it a candidate for con-
version to am/ machine. You'll learn how to create many
types of patterns and also some interesting tricks you
can use with other Color Computer programs.
This routine for the TRS Color Computer draws
star-like patterns. It's a no-frills program which is
easy to convert to other computers.
The stars can have as many points and sides
as you want. However, the resolution of the TV
sets an upper limit of visibility at about 25. The
points used to draw the stars are stored in arrays
X and Y; since 25 is the upper limit, these arrays
are DIMensioned to 25 in line 10. Lines 20 and 30
simply clear the screen and ask for the number of
sides desired. After you've typed in the program,
a good number to start with is 17.
Line 40 puts the Color Computer into its
highest resolution mode.
Lines 50 to 90 use polar coordinates and the
computer draws an imaginary circle. It then finds
points that equally divide the circumference into
N equal parts. N is the number of sides you input
in line 30. The Color Computer is not able to plot
points given in polar form, so thev have to be
converted to rectangular (also called Cartesian)
coordinates. Each of the points is stored in the X
and Y arrays. If you want to know more, you'll
find this discussed in high school algebra books.
The 96s in line 70 are special instructions for
the Color Computer. The highest resolution screen
is 264 by 192 separate dots, called pixels. Since I
like big pictures, I'm telling the computer to take
up the whole screen when it draws its circle. A
circle with a diameter of more than 192 would be
too big for the screen. Half of 192 is 96. In other
words, 96 is the image size and the radius of the
circle. We'll get back to this in a minute.
Now we have all the coordinates stored in
arrays, and the screen is still blank. Lines 100 to
130 draw lines between the dots. In line 120, the
128 and 96 refer to the point (128, 96) which is the
center of the screen. That's where we want the
center of our circle. All the other points in the
arrays are in relation to the circle center.
Line 140 locks the computer in a loop so the
program continues running, and the picture stays
on the screen.
Now that we have a nice 14-line program
that draws pretty pictures, here are a few sugges-
tions for improvements.
Concentric Stars
Remember line 70 with its 96? Instead of 96, let's
put in a variable R (for radius). Let's add a line: 15
R = 96. If you run the program, there is no change
at all. Let's add another line: 135 R = R/2: GOTO
50. Now when the program is run, the machine
draws the star as expected. Next it draws another
star half as big inside the first star. Then it draws
a star half as big as the second star inside the
second star, and so on forever or until you press
the BREAK key.
Of course, you need not divide R by 2. You
could use 1.4 or any other number you like. You
don't need to draw an infinite number of concen-
tric stars either, if you set up a counter. A good
counter could be made by adding these two lines.
35 INPUT ''HOW MANY STARS"; HM
95C = C + l:IFC=HMTHENGOTO140
Multiple Stars
So much for multiple concentric stars. Let's modify
line 120. Remember that coordinates 128,96 are
the center of the screen. They are also the center
of the figure. If you change them, the location of
the figure will change. If you duplicate line 120
(call it line 125) with the 96 and 128 reversed, the
figure will appear twice on the screen. Maybe
you'd like lots of little stars on the screen in dif-
ferent places. You could do this by making lots of
duplicates of line 120 with different center coordi-
nates. Or you could store the coordinates in a
DATA statement.
To use a DATA statement, first change the
96s in line 120 to DY (for data Y coordinate) and
change the 128s to DX. Add line 95 READ DX:
READ DY and put your DATA statement wher-
ever you want.
POKE For Speed And Sound
Do you want to make the program draw faster? If
the program is running, press the BREAK key.
Then carefully type POKE 65495,0, and press the
ENTER key. the program will now run twict? as
fast. This POKE (sometimes called vitamin E, by
Color Computer users) doubles the rate of the
internal clock, but it will not work with all Color
Computers, especially the early models. The
drawback to this POKE is that sound routines no
longer work, printers print garbage, modems
don't work, and you can't CLOAD or CSAVE. To
July 1983 COMPUTE! 233
get the computer back to normal you can: (1) POKE
65494,0 and ENTER, (2) press the reset button, or
(3) turn off the machine.
If you want to use the magic POKE and have
sound with the graphics, the wav to do it is POKE
65494,0: SOUND 1,1: POKE 65495,0.
X<25) , Y(25)
"NUMBER OF SIDES" ;N
1,1
Stars
10 DIM
20 CLS
30 INPUT
40 PMQDE 4, 1 : PCLS: SCREEN
50 FOR 1=1 TO N
60 A=I« <3. 14159/ <N/2> )
70 X=96*C0S<A) : Y=96»SIN (A>
80 X (I>=X: Yd )=Y
90 NEXT I
100 FOR J=l TO N
110 FOR K=J TO N
120 LINE(X (J)+128, Y (J)+96)-(X
<K>+12 8, Y (K)+96) , PSET
130 NEXTsNEXT
140 60T0 140 ©
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234 COMPmi! July 1983
Part III
Visiting The
VIC-20 Video
Jim Butterfield, Associate Editor
This month our traveller stakes a dahn - but discovers
he must first find empty land, and must subsequently
register his address.
We know that the VIC-20 video chip gets two
things from memory: "screen memory" and "the
character set." But it sees the computer's memory
in an unusual way:
Video
Chip
Block
Number
Memory
Address
How the video chip sees memory.
Suppose we want to lay out our own screen
and characters. It seems simple enough: choose
the locations for screen memory and character
set, and POKE the block numbers (screen block
times 16 plus character block) into address 36869.
If the screen is positioned at an exact block bound-
ary, we put a low number (such as 22) into 36866,
otherwise we place a high number there (such as
22 plus 128, or 150). The 22, by the w^ay. is for 22
columns - standard for the VIC.
However, we have two major tasks to per-
form. First, we must make sure that the memory
we are using to feed the video chip isn't needed
by somebody else. Second, we must tell the VIC-20
operating system about our new screen location.
Changing the video chip isn't enough - the parts
of the computer that print to the screen must be
told that the screen is somewhere else.
Let's try an example: we'd like to put our
own character set into a tiny 5K VIC. Things will
get a little crowded, since we need to use 2K for
the extra character set. But we can make it work.
Finding Room
Almost all the spare RAM memory of the computer
is assigned to BASIC. This is to allow you to write
programs as large as possible. We must take mem-
ory away from BASIC to make room for the new
video stuff.
BASIC memory is a single continuous block.
It goes from Start-of-BASIC (whose address is
logged in locations 43 and 44) to Limit-of- BASIC
(whose address is logged in locations 55 and 56).
No breaks: you can't pop a screen jn the middle
and have BASIC memory skip around it. You can
find the Start-of-BASIC address on your machine
by typing PRINT PEEK(43) + PEEK(44)*256; or the
Limit-of-BASIC address by typing PRINT PEEK
(55)-hPEEK(56)=^256. Remem"ber these; they are a
July 1983 COMPUTE! 235
good way to check the values after you've changed
things around.
Making Room
We have a choice. We can move dov^n the Limit-of-
BASIC, which will give us room at the top. We
can move up the Start-of-BASlC, which will make
room at the bottom. Or we can do both, if we
don't mind the extra work. Whatever we do, we
must realize that we're trimming back the area
available for BASIC.
If we move down the Limit-of-BASIC, we
must say CLR after we do so. This gets rid of vari-
ables and strings that might be in embarrassing
places. Don't forget this.
Moving the Start-of-BASlC upwards takes a
good deal of care. Rule 1: We must POKE a value
of zero into the first available location. Rule 2: We
must set the Start-of-BASIC pointer so that it
points to the next location behind the zero. Rule
3: When we're finished, we must type NEW to
make sure that BASIC is cleanly set up in the new
memory area.
How do we set up these pointers? Divide the
desired address by 256: the remainder goes into
the first byte, and the quotient into the second
byte. For example: we want to move the Limit-of-
BASIC down to 6144. 6144 divided by 256 gives 24
with zero remainder, so we POKE 55,0: POKE
56,24:CLR.
Another example: we want BASIC to start at
5120. First, place the zero: POKE 5120,0. Now,
the pointer must he set to 5121 (behind the zero);
since 5121 divided bv 256 gives 20 with a remainder
of 1, we POKE 43,l:'POKE 44,20:NEW.
Planning
We want to set up a complete character set, in-
cluding the reverse characters. That will take 2K
of memory- we could do it in IK if we were willing
to skip the reverse characters. Let's plan to put
this at the top of memory, starting at block 14.
The screen takes up half a block, of course,
and it seems to make sense to set this up just below^
the characters; so we'll pick block 13.5 (we can set
the screen on a half-block boundary, remember?).
This calls for a Limit-of-Memory of 5632. You may
have noticed, by the way, that the Limit-of-Mem-
ory pointer is set one location beyond the last
usable value. In other words, BASIC can use 5631,
but it can't use 5632, the Limit value.
Arithmetic time. 5632 divided by 256 gives 22
with zero remainder; so type:
POKE 55,0:FOKE 56,22;CLR
and the space is allocated. You can try PRINT
FRE(O) and see what a puny amount of memory
you have left.
We haven't yet told the video chip to use this
area. We're not ready to point the chip towards
236 COMPUTtl July 1963
the new character set area; we haven't put any
characters there yet. So let's move characters in -
but wait a moment.
The new character set would go over top of
the present screen location. This would give us
an odd-looking screen. We could live with that
part, but the screen would also do odd things like
scrolling, which would move the character set we
had so carefully placed. We'd better move the
screen to a clear area first.
Moving The Screen: Video And System
The character set can remain as block zero for the
moment; we'll want to shift the screen to block
13.5, with POKES to 36869 and 36866. But we need
to do two extra things at the same time: tell the
computer system where to find the new screen,
and clean up the screen area.
The POKES to 36869 and 36866 tell the video
chip all it needs to know about delivering the
screen memory to the video output circuits. But
unless we tell the computer system about the
change, it will continue to put new characters
into the old screen area. We tell it with a POKE to
location 648. Here's how the arithmetic goes.
Divide the new screen memory address by
256, and POKE the result into address 648. Our
example puts the screen at 5632, which gives 22
when divided by 256; so we'll POKE 648,22. But
we need to do everything together. Let's work
out the other POKEs. The screen goes to block
13.5, and the character set remains at block zero
for the moment. 13 times 16 plus 0 gives 208, so
we'll need to POKE 36869,208. The half-block is
logged into the system with POKE 36866,128 + 22,
and so we move the screen with:
POKE 648,22:POKE 36869,208:POKE 36866,150:
PRINT CHRS(147)
CHRS(147) is the clear-screen character, by the
way.
Making Characters
Now we can copy the character set from its fixed
appearance in 32768 to our planned new area at
6144 and up. If we copy the character set exactly,
we've wasted a lot of memory; we'll get the same
characters as before. To show we have control,
we'll vary the normal character set slightly.
histead of the normal graphics set - uppercase
and graphics - we'll mix the two as we copy them
oven Not too useful, perhaps, but when we cut
over to the new character set, you'll be able to see
that something new has happened. Enter the
following program:
100 FOR ] = 0 TO 255 STEP 2
110J1=J*8
120 FOR K = 0 TO 7
130 POKE Jl + K + 6144,PEEK(J1 + K + 32768)
140 NEXT K
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150FORK = 8TO15
1 60 POKE jl + K -f 6144,PEEK{J1 + K + 34816)
170 NEXT K
180 NEXT J
Run this program; it will take a minute or two.
The Final Touch
The screen has already been moved, and the
character set is in place and ready to go. Let's cut
it in, and the project will be complete.
The screen is still at block 13.5 and the new
character set will be at block 14. So we do 13 times
16 plus 14 and get 222; we'll want to POKE
36869,222. Since we're not moving the screen this
time, the ''half-block'' value in 36866 is still good,
we won't need to change that. We're ready -
enter:
POKE 36869,222
Now try typing or listing the previous program,
and look at the odd combination of characters
we've created. We must tie things together
neatly - BASIC, the Operating system, the video
chip - to make it all work properly. But with good
planning, we can make the screen do marvelous
things.
Copi/ri^iht © 1983 jim Bidkrfield q
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Atari Laser
Gunner II
A Vertical Blank Enhancement
ThomosA sVlarsholl
The hnprovemcuts to this prcviousli/ published game -
ami the author's explanations of the tedniiqueslie used
- easily justify a seeond look at Laser Gunner. This
version, Laser Gunner II, mixes machine language and
BASIC to make Laser Gunner (originally published ifi
November 19S2) an even more exciting game. The en-
hancements include having both missiles on screen
sinuiltaneously and smoothing out the animation, even
as missiles are fired.
The concept of Laser Gunner (COMPUTE!,
November 1982) is excellent, but anything can be
improved. For example, all other motions stop
when the missiles are fired. For continuous and
smooth motion, the computer could process the
missile horizontal positioning during the vertical
blank (VB) period.
The VB is the time during which the tele-
vision's electron beam is turned off while it returns
from the lower right corner of the screen to the
top left. Depending on the graphics mode and
other interrupts, there are approximately 7980
machine cycles available during a single VB. (A
machine cycle is the smallest measurement of
time on your computer's internal "clock/')
Bringing VB Into The Picture
To utilize the VB, we first have to tell the Operating
System (OS) where to go. We do this by per-
forming a Vertical Blank Interrupt (VBl) through
the Set Vertical Blank Vector (SETVBV) routine.
Before jumping to the SETVBV, we have to load
the least significant byte (LSB) in the Y-register
and the most significant byte (MSB) in the X-re-
gister of our VB machine language routine.
Into the accumulator we can place either a 6
or a 7. Six is for deferred mode; the OS does its
housekeeping operations before it executes our
code. Seven is for immediate mc^de; the OS ex-
ecutes our code first during the VB. Since we will
be checking the collision registers, we will be
loading a 6 into the accumulator. The BASIC pro-
gram initializes the SETVBV through the USR
statement on line 1460. To return control to the
OS, we jump back through $E45F.
The BASIC and the machine language (ML)
programs interact through several PEEKs and
POKES. The ML program checks the STRIG(O),
location $0284, for the press of a button, and moves
both missiles horizontally. Since the player/missile
graphics are defined in strings, it is easier to have
BASIC draw and erase the missiles by PEEKing
the flags that the ML program sets.
In the enhanced version, both missiles appear
on the screen at the same time. This requires the
additional coding located at S06D7. The missiles
are defined as
BIT
7 6 5 4 3 2 10
M3
M2
Ml
MO
Since it is difficult for Atari BASIC to selec-
tively turn bits off and on, we will use ML to
change the bits. The AND instruction is used to
set bits to zero (off). ANDing a bit with zero sets
the bit to zero. The OR A instruction is used to set
bits to one (on). By ORAing a bit with one, we set
the bit to one. The flipping of the missile bits is
done in the subroutines at lines 1300-1330. The
original Laser Gunner BASIC program with the
vertical blank enhancements appears below.
All the lines after 1280 are new, and the other
major changes are from lines 630 to 735, and from
lines 880 to 900. In addition, to speed up the verti-
cal motion of the defender, the vertical step size
was increased by two. The changes for this en-
hancement are in lines 110, 530, 540, 560, 630,
640, and 650.
July 1983 COMPUTE! 239
Further Enhancements
Laser Gunner II
360 POKE 705, 6* 16+10: REM SET COLOR 0
F ALIEN TO PURPLE
The programming technique of performing 370 poke 53249, 1 80: rem set horizonta
graphics movement during the vertical blank l position
^ j^ I r- ^ L L J.U \ \ c^C ^80 POKE 53257,1: REM SET ALIEN TO DO
enhances Laser Gunner almost to the level of dif- ^'^ uble-w i dth
ficulty of professional arcade games. Further 390 r^^ set up explode*, use for exp
proeram execution speed can be achieved by re- los i on of alien
Uving the REMs and moving the part of the -- ^^Jh^^; J^n^^^ ^ : REM^^ProSB^o^l^
program that does most ot the action to the be- ^^^ ^^^^ a, 23, 62, 255, 54, 255, 62, 28, 8,
ginning. This shortens the memory that BASIC a, 23,62,235,54,235,62,29,8,8,28,
has to search to find line number references. An 54,227,34,227,54,23,8
additional enhancement would he to add a sound ^^^ 8?24, 34? I94!i2!l63!ia:8; 8^' "' ' ^'
routine during the VB each time the trigger is 430 data' 0, 0, 0, 0, 24, 24' 0, 0, 0, 0, 0, 0, 3
pressed. 2, s, 24 , 0, 4 , 0, 0, 0, 0, 36, 0, 16, 0, 36,
0, 0, 128, 10, 12 3, 0, 16, 0, 16, 65
440 DATA 0, 9, 0, 0, 32, 0, 32, 0,8, 0,0, 0,6
4, 0, 0, 64 , 0, 4 , 0, 0, 0, 0, 0, 0, 0, 1 28 , 0
^^__ ^S0 RY^INT (73*RND (0) +32) : MH= 190 + RY*2
0 REM ■iT;V1=4;1'ili:t:[=4lfi>'J^C 17 i--1-J;H=¥^> : rem ATTRACT MODE:
10 GOSUB 1400 455 POSITION 9,5:':' #6 ; " PRESS " : POS I T I
20 RESTORE qjnj 9,6:? #6: "START"
100 DIM PM* (204S) : GRAPHICS 2+16 4^0 pQp i = 32 TO 1 1 0 : PMS ( P 1 + I , P 1 + I + 1 1
110 DIM AL IEN« < 1 1 ), PLAYER* ( 1 1 ), NULLS )=ALIEN*:IF I=RY THEN PMS(MS + RY +
<11), EXPLODE *C12»9), TARGET (20) 10,MS + RY+10)=CHR*<12)
120 FOR 1=1 TO 1 1 ; NULL* (I )=CHRt (0) : N 470 if I>RY THEN POKE 53253, MH-I*2
EXT I 430 IF PEEK (53279) >6 THEN NEXT I
130 LEVEL^i5: CNT=15: REM DECREASE LEV 490 pM^ ( ms + R Y + 1 0 , MS + R Y+ 1 0 > =CHR* < 0 )
EL FOR A HARDER GAME 500 pQpj 1 = 110 TO 32 STEP -1:PM$<P1 + I
140 A = ADR (PM*) : REM RAW ADDRESS , P 1 + I + 1 1 ) = AL I EN* : I F PEEK(53279)>
150 PMBASE=INT < A/ 1024) * 1024: REM NEAR ^ THEN NEXT I
EST 1 K BOUNDARY 510 if PEEK ( 53279 )> =7 THEN 450
160 IF PMBASE<A THEN PMB ASE = PMBASE+ 1 515 POSITION 9 , 5 : -:> #6;" €5 SPACES) ":P
024:REM IF BELOW STRING, GO TO N OSITION 9,6:';' #6; "15 SPACESl"
EXT IK BOUNDARY 520 IF PEEK < 53279 > =3 " THEN FOR 1=0 TO
170 S=PMBASE-A: REM START OF PMBASE I 4:P0KE 53243+ I , 0 : NEX T I: GRAPHIC
N STRING (OFFSET) g 0:END
180 POKE 559,46;REM SET DOUBLE-LINE 530 DATA 0,0,224,48,120,63,120,48,22
RES. 4,0,0
190 POKE 54277, PMBASE/256: REM TELL A 540 pgp 1 = 1 jq lliREAD A : P L A YER* < I ) =
NTIC WHERE PMBASE IS CHR*CA):NEXT I
200 POKE 53277, 3: REM TURN ON PLAYER/ 550 PY=60:REM SET PLAYERS S VERITCAL -
MISSILE DIRECT MEMORY ACCESS(DMA) LOCATION
210 PM*=CHR*(0) =PM*(2048)=CHR*(0> :PM 560 PM* ( P0+P Y , P0+P Y + 1 1) =PL A YER*
*(2)=PM*:REM CLEAR OUT ALL P/M M 570 PM* ( P 1 , P D =CHR* ( 0 ) : PM* ( P 1 + 1 27 , P 1
EMORY
+127)=CHR*(0) :PM*(P1+2,P1+12 7)=P
220 POSITION ^f==:^**^;"J,-^f^9-^ne^" ^yi^ NT ( 78*RND ( 0 ) +32 ) : PM* ( P 1 + A Y , P
230 7 #6:FDR 1 = 1 TO 1 0 : -;> 4*6;"D":NEXT l ^ A Y+ 1 1 ) = AL I EN* : REM RESET ALIEN
1: POSITION 0,0 53256,1; REM PLAYER & DOUBLE
240 REM STRING POS OF PLAYER 0-3, AN ^^' -WIDTH
p MISSILES IN STRING^ ^.,._„_^^_ 600 POKE 53248, 64:REM HORIZONTAL POS
ITION OF PLAYER 0
p0=S+512:Pl=P0+128:P2=Pl+12a:P3=
R :.., THE ZUNfc ^,„^„ , ^c.„ OT LG 0-GOTD 900 : REM THE ALIEN MISS
300 POKE 53258,0: POKE 53259, 3: REM RE ile HIT THE WftLL OR ZONE
M MAXIMUM WIDTH PY = PY - ( D I R= 1 4 ) « ( PY ; 32 ) « F + < D I R= 1 3
310 POKE 706,14:POKE 707,66:REM SET ^^^ ^ < p y. 1 0 ) «f7f= 1 = REM UPDATE PLAYER
COLOR OF PLAYERS 2 AND 3 ) » ( r y . i i » J .r . i-
3-^0 DATA 0 8.28.62,255,62.253.62,28, 650 PM* ( P0-hPY , P0 + PY+ 1 1 ) =PLAYER* : SOUN
"^ ' 00,0,0,0
330 FOR 1 = 1 TO 11 = READ A : AL I EN* ( I ) =C 660 IF PEEK ( M0FLG ) = 1 THEN GOSUB 1310
HR*(A):NEXT I : REM PLACE INTO STR : REM ERASE THE PLAYER^S MISSILE
ING HENCE INTO P/M MEMORY 670 IF PEEK ( TR I GFLG ) =0 THEN GOSUB 13
-A0 AY="^^-REM ALIEN VERTICAL LOCATION 10:POKE M0FLG , 0 : TM5=MS+P Y+5 : GOSU
350 PM*^(p1+AY,P1+AY+11)=ALIEN*:REM P B 1300=POKE TR I GFLG , 1 : REM THE TR
LACE INTO STRING INTO P/M MEMORY IGGER WAS PRESSED
240 COMPUTE! July 1983
^0 THEN 790: REM
MISSILE HIT THE
1 1-LEN<STR* (
TAR6E
ft TAR
TO
770
;60SU
: BOSU
HOLE
720 IF PEEK (HITFL6) <
NO COLLISION
725 REM THE PLAYERS S
ALIEN
7 30 SCR = SCRH'10: POSITION
SCR) ) /2, 5: 7 #6; SCR
735 PM*(TMS,TMS> =CHR* (0>=POKE M0FLG,
1:PDKE HITFLG, 1 : POKE 53278,0
740 AY=AY+1:P= PEEK (705): REM PRESERVE
COLOR OF ALIEN
750 FOR 1=0 TO 1 1 : Z = I * 9 : PM* ( P 1 + A Y ^ P 1
+AY+9)=EXPL0DE*(Z+l,Z+9)
760 POKE 70S, PEEK C53770> ; POKE 53279,
0:SOUND 0, I «2,0, 15-1 : FOR W= 1 TO
2: NEXT WsNEXT I
770 POSITION 5,5:PRINT «6;"
C10 spaces:": REM ERASE SCORE
780 SOUND 0,0,0, 0:POKE 705,P;BOTO 570
790 IF AY=PY THEN 870iREM TOO CLOSE
FOR COMFORT
800 IF TARGET=0 THEN GOSUB 950
T=TARGET ( INDEX) : REM SELECT
GET
810 IF AY<>TARGET THEN 840
820 CNT=CNT-1:IF CNT THEN hZ0
830 CNT=LEVEL: GOTO 870
940 AY=AY+SGN (TARGET-AY) : REM MOVE
WARDS TARGET
850 PM*(P1+AY,P1+AY+11>= ALIEN*
860 GOTO 630
870 IF ABS ( AY-PY) < 10 THEN GOSUB
875 IF PEEK ( ALIEFLG)=0 THEN 630
880 POKE ALIEFLG, 0: TMlS=MS+AY+5
B 1320; TTAY=AY: GOTO 630
900 P=ASC(PM$CP2+TTAY+5) >*2-2S6
B 1330:POKE 5327S,0:REM CUT
IN WALL
910 IF P<0 THEN 990:REM WALL DESTROYED
920 PM*(P2 + TTAY+S^P2 + TTAY^5) =CHR« <P)
930 GOTO 630
940 REM PICK A TARGET
950 INDEX=INDEX+1: TARGET ( INDEX )=INT(
78*RND (0) +32) iRETURN
970 IF INDEX=1 THEN 950
980 TARGET=TARGET(INT(INDEX*RND(0)+1
> > :RETURN
990 REM DESTRUCTION OF PLAYER
1000 FOR 1 = 1 TO 100: Z 1=TTAY + 5h-I : Z2 = T
TAY+5-I
1005 PM* <TMS, TMS)=CHR* (0> :POKE M0FLG
, 1:P0KE M0PFLG, 72
1010 IF ZK126 THEN PM* ( P2 + Z 1 , F2 + Z 1 )
=CHR* (0>
1020 IF Z2>30 THEN PM* < P2+Z2 , P2+ Z2 ) =
CHR* (0)
1030 IF ZK126 OR Z2>30 THEN NEXT I
1040 FOR 1=30 TO 1 STEP -IrFOR J=0 T
O 20 STEP 3;S0UND 0 , J+ 1 , 1 0 , 8 : PO
KE 707, PEEK (53770) :NEXT J:NEXT
I
1050 SOUND 0, 0, 0, 0: SOUND 1,0,0,0:POK
E 707,14:FOR W=i TO 50:NEXT W=P
OKE 707,0
1060 FOR 1=0 TO 15 STEP 0.2:SOUND 0
I,8,I:P0KE 704, 16+I:NEXT I
1070 SOUND 0,0,0,0
1080 Z1=PY: Z2=PY: INCR=0
1090 Z1 = 21-HNCR*(Z1<128): Z2=Z2-INCR«
(Z2>=0):POKE 704, PEEK (53770)
1100 PM* (P0+Z1 , P0 + Z1 ) =CHRS (255) : PM* <
P0+Z2, P0+Z2) =CHR* (255) : POKE 532
79, 0
1110 INCR=INCR + 0, 5; IF ZK127 OR Z2>0
THEN 1090
1120 FOR 1=1 TO 100:POKE 704,PEEK(53
770)sNEXT I
1 1 30
1 140
1 150
1 160
1 170
1280
1299
1300
1309
13 10
1319
1320
1329
1330
1400
1410
14 20
1430
1440
1450
1460
1500
1509
1510
1530
1540
1550
1560
1570
15B0
1590
1600
1610
1620
1630
1640
1650
1660
FOR 1=0 TO 7:P0KE 53248+ I , 0 : NE X
T IsGRAPHICS 18
POSITION 4,0:PRINT **6; " UfcSdt^l^til
nnSS": POSITION 3,5:PRINT tt6;"yo
ur score was:";
POSITION 10-LEN(STR*(SCR))/2,7:
PRINT *»6;SCR
FOR 1=15 TO 0 STEP -0.2:SOUND 0
,10+10«RND(0),0,I: SOUND 1 , 100+1
0*RND (0) , 16, I
SETCOLOR 4, 3, 14*RND (0) : NEXT I
RUN
REM
Q=USR(ANORA,ASC(PM*(TMS,TMS) ) ,3
,2) :PM*(TMS,TMS)=CHR*(Q> : RETURN
REM ■SOXHSHIia
Q=USR (A NOR A, ASC ( PM* ( TMS , TMS ) ) , 1
2, 1):PM*(TMS,TMS>=CHR*(Q) : RETUR
N
REM ■ZESBSS
Q = USR (ANORA, ASC (PM* <TM1S, TMIS) >
, 12,2) ;PM^(TM1S,TM1S)=CHR*(Q)JR
ETURN
REM ■SF»H^=4:m
Q=USR(ANORA, ASC(PM*(TM1S,TM1S) >
, 3, 1 ) :PM* (TMIS, TM1S>=CHR* ( Q ) : RE
TURN
TRIGFLG=1546:HITFLG=1547:M0FLG=
1548:TMS=1 :TMlS=i
ALIEFLG=1550; C0LFLG=1551
AN0RA=1753: CMPFLG=15S3
IF PEEK ( 1753> = 104 THEN RETURN
GRAPHICS 18:':> #6 ; " I N I T I AL I Z I NG"
RESTORE 1500: GOSUB 1500
A=USR(1536> : RETURN
FOR 1=1536 TO 1552:READ A:POKE
I , A: NEXT I
REM ■i^:fc*^t^^J^*il»i^"i^-V^
DATA 104. 169,6, 17 0, 160,22,32,92
, 228,96, 1 , 1 , 1 , 72, 1 ,0, 180
FOR 1=1558 TO 1709:READ A:POKE
I, A: NEXT I
REM ■=fciUfc*MB=»atim^:rc»:lillAiitII=M
DATA 173, 13 2, 2, 201 ,0, 240,2, 208,
12, 205, 12, 6,240, 12, 169, 0, 14 1 , 10
, 6, 24 0
DATA 58*205, 12,6, 240, 53, 238, 13,
6, 238, 13,6, 173, 13, 6, 141 , 4, 208, 1
73, 8
DATA 208,41,2,208,9, 173, 13, 6, 20
1, 190, 144,27, 176, 15, 173, 13,6,20
1 , 170, 144
DATA 18, 169, 0,141, 30, 208, 141,11
,6, 169, 1 , 141 , 12,6, 169, 72, 141 , 13
.6, 173
DATA 14, 6, 201 , 0, 208,63, 173,9,20
8,41, 1 , 203, 2 1 , 173,9,208, 41 , 12,2
08, 29
DATA 206, 16, 6, 206, 16,6, 173, 16,6
,141, 5, 208, 208, 35, 169, 1,141, 17,
6,141
DATA 12,6, 169, 72, 141, 13, 6, 208,5
, 169, 1 , 14 1 , 15,6, 169, 0, 141 , 30, 20
8, 169
DATA 1,141, 14,6, 169, 180, 141, 16,
6, 76, 95, 228
FOR 1=1753 TO 1791:READ A:POKE
I,A:NEXT I
REM ■■ fill lrMrTiUJh*^M^=»
DATA 104, 104, 104, 141,215,6, 104,
104, 141 ,216,6, 104, 104,201, 1 ,208
, 9, 173, 215, 6
DATA 45,216,6,76,249,6,173,215,
6, 13,216,6, 133,212, 169,0, 133, 21
3, 96
RETURN Q
My\9B3 COMPOTE! 241
Tl Mailing List
Doug Hapemon
This program can be used for developing small mailing
lists, for families or for organizations. There are ten
options, including printing a single label or an entire
alphabetized mailing list. For the TT99/4A,
Have you ever kept a file of addresses on index
cards, hoping to organize them someday in an
orderly fashion? It sounds simple, but in practice
you know how difficult it is to organize and update
a paper-based filing system. "TI Mailing List"
offers you an easy method of creating, main-
taining, and utilizing a mailing list file.
Without any programming experience you
can keep an up-to-date, well-organized file. The
program will promf)t you step-by-step through
the entry of names, addresses, and phone num-
bers. Then, with a few simple keystrokes, you
can update your file, print lists in two different
modes, or save your file on a storage device. It's
that easy.
TI Mailing List is designed specifically as a
family mailing list, but is flexible enough to
accommodate a number c^f applications. The pro-
gram will store last names, first names, children's
names, addresses, and phone numbers.
The program is written in a Canadian format,
that is. Province and Postal Code. However, the
format can be easily adjusted to the American
system as you type in the program.
Program Environment
The program is set up for 45 entries. After 45 en-
tries you will be given the message *DATA FILE
IS FULL*. This feature will prevent your program
from crashing with a MEMORY FULL error mes-
sage. If you have more than 45 addresses to enter,
you may easily divide your list into two or more
files - for example: (A - L) and (M - Z),
When you RUN the program, the initial Htle
screen appears. The next display permits you to
inifialize the printer. Be sure to enter the proper
name and spelling of the device you're using,
because an improper name will cause the program
to break when you attempt to address the device
later in the program.
Ten Options
Once the computer "environment" is established,
2A2 COMPUTE* July 1983
you are taken to the Main Index. Here you will
discover ten options:
1 View Names List
2 Search For a Name
3 Add Names
4 Change Names
5 Delete Names
6 Alphabetize List
7 Save Data File
8 Load Data File
9 Print Labels/List
10 Finish Session
Of course, to create a mail list you would first
choose option 3 (Add Names). The other options
will enable you to update, maintain, and utilize
an existing file. The program will guide you step-
by-step through the procedure for each option.
There are many helpful features, such as the
Search, Change, and Delete. You can also enter
names and addresses in any order, and then, by
choosing the Alphabetize option, have the com-
puter sort them for you.
The Data File
The program is written to both save and load data
files for either cassette or disk storage. When you
choose either the Save or Load option, you will be
given any further step-by-step instructions.
Print Options
The program offers you two print options - one
for mailing labels, and the other for the mailing
list.
The Print Labels option will print the first
name, followed by the last name, and then the
address on lines two and three. For example:
John Doe
1234 Street Address
City Province Postal Code
The Print Mailing List option will print the
last name first, followed by the first name and
children's names, with the address on line two,
and the phone number on line three. For example:
Doe, John Mary Joe/Sally
1234 Street Address City Province Postal Code
(p)-444/4456
Line spacing between addresses is flexible via a
minor program change. If you wish to alter the
line spacing, program lines 497 (labels) and 517
(list) may be adjusted by either increasing or de-
creasing the number of colons (:) at the end of
each line. Each colon represents one line space.
For example;
#497 PRINT #2:TAB<5);NA$(I);" ";LNS(I):TAB(5);
AD$(I):TAB(5);CPS(I};" '';PCS(I):::: {Add or
delete colons here.)
In the Print Labels option, you may wish to
print two labels per line instead of one. If so, you
should adjust the line listing as follows:
(Chg) #487 FOR I = 1 to N STEP 2
(Chg) #497 PRINT #2:TAB(5);NA$(I);" ";LN$(I);
TAB(45);N ASd + 1);" ";LN$(I + 1):TAB(5);
AD$(I);TAB(45);AD$(I + 1)
(Add) #498 PRINT #2:TAB(5);CPS(I);" ";PC$(l);
TAB(45);CP$(I + 1);" ";PC$(I + 1)::::
The Search option permits the printing of a
single mailing label After finding the name you
are seeking, the display asks if you would like a
mailing label printed. If yes, the program branches
to the print routine and then returns to the search
option.
TI Mailing List Program Structure
Line Nos.
1-21 REMs and computer en\'ironment.
23-47 Main loop, main index.
49-73 Sub ro u tine to vie vv nam es .
75 - 109 Subroutine to search for a name.
111-181 Subroutine to add names.
183 - 285 Subroutine to change data.
287-331 Subroutine tt> delete names.
333 - 423 Subroutine io alphabetize li.st.
425 - 441 Subroutine to save data.
443 - 471 Subroutine to Itiad data.
473-521 Subroutine to print.
523-533 Subroutine to finish session.
TI Mailing List
I REM<4 SPACES>99/4A MAIL LIST
C5 SPACES>
5 REMC3 SPACESl «*COMPUTER ENVIRONMEN
T««
7 DIM LN* (45> ,NA*(45) , CH* (45) , AD» (45
> ,CP* (45) ,PCt (45) ,TP* (45)
9 CALL CLEAR
II PRINT " tiZ SPACES>99/4A MAILING
LISTC3 SPACES>*" :::::::::: :
13 INPUT "<4 SPACEB>PRESS ENTER TO B
E6IN": X*
15 CALL CLEAR
17 PRINT "iS SPACESJWHAT IS THE NAME
0F":"C4 SPACES>YOUR PRINTIN6 DEV
ICE?": : " (EXAMPLE: RS232. BA=4800)
RKINB"
23 REM<3 SPACES> ttMAIL LIST MENUt*
25 CALL CLEAR
27 PRINT " iB BPACES>MAIN INDEX"::::
29 PRINT "PRESSt3 SP ACES>TO " : : :
3i PRINT -* 1 = VIEW NAMES LIST":"
2 = SEARCH FOR A NAME":" 3
= ADD NAMES":" 4 = CHANGE NAMES'
33 PRINT " 5 = DELETE NAMES":" 6
= ALPHABETIZE LIST":" 7 = S
AVE DATA FILE":" B = LOAD DATA
FILE"
35 PRINT " 9 = PRINT LABELS/LIST"
:" 10 = FINISH SESSION"--:::
37 INPUT P
39 IF P>10 THEN 37
41 IF P<1 THEN 37
43 CALL CLEAR
45 ON P GOSUB 51,77,113,185,289,335,
427,445,475,525
47 GOTO 25
49 REM{:4 SPACES>»tVIEW NAMES LISTt*
51
53
55
57
59
61
63
65
67
69
71
73
75
77
79
81
83
85
87
89
91
T = 0
FOR 1=1 TO N
T = T+1
PRINT NA»(I) ,LN»(I) : CH* ( I ) i AD* ( I)
(P)
iTP*( I ) :
TO CONTINUE*
MAIN INDEX*"
: CP* (I ) : PC* (I ) :
IF T<2 THEN 69
PRINT " tPRESS ENTER
":" »- "R" ", ENTER FOR
INPUT X*
IF X*="R" THEN 73
T = 0
NEXT I
INPUT "C7 SPACES>»END OF FILE*
t9 SPACES>*PRESS ENTER TO CONTINU
E « " : X *
RETURN
REMC4 SPACES>**SEARCH NAMES**
INPUT "LAST NAME? " : Y*
FOR 1=1 TO N
IF LN*(I)<>Y« THEN 103
PRINT : : : " IS THE PERSON: " : : "
;NA*(I > : " " ; LN* (I) : :
INPUT " (Y/N>?":X*
IF X*="N" THEN 103
PRINT : : : NA* ( I ) , LN* ( I ) : CH* ( I ) : AD*
(I) :CP*(I) :PC* (I) : " (P)-";TP*(I) : :
93
95
97
9 9
101
103
105
19 INPUT P*
21 G*="C7 SPACES>PLEASE WAIT..-
C7 SPAC£S>WHILE THE PRINTER IS WO
107
109
111
1 13
1 15
117
119
121
123
125
INPUT
RINTC6
Y / N > " :
IF Z*<
BOSUB
INPUT
: X*
IF X* =
SOTO
NEXT
PRINT
SEARC
FILE
GOTO
RETUR
REM<4
{5 SP
A = N+1
FOR I
CALL
PRINT
(MA
PRINT
INPUT
PRINT
t3 SPACES>DO YOU WISH TO P
SPACES}A MAILING LABEL? (
Z*
>"Y" THEN 97
495
"SEARCH MORE NAMES? (Y/N)"
"Y" THEN 77
109
I
: : : " THE " j Y*: " YOU ARE
HING FOR":" IS NOT IN THIS
■■ . . .
97
N
SPACES>*«ADD NAMES**
ACES>
=A TO 45
CLEAR
::::"ENTER DATA: ";"«";!;"
X: 45) ": : :
*LABT NAME: "
LN* (I)
: " *FIRST NAME(S) : "
July 1983 COMPUTE! 243
127
129
131
133
135
137
INPUT NA* (I )
PRINT :" tCHILDREN: ": "
13 SPACESJNOTE--DQ NOT USE COMMA
S • "
INPUT CH*(I)
PRINT :" tSTREET ADDRESS:"
INPUT AD»(I)
PRINT :" tCITY/PROVINCE: -: "
139
141
143
145
147
149
151
153
155
157
159
161
163
165
167
169
17 1
173
175
177
179
181
183
185
187
189
191
193
195
197
199
201
203
SPACES>NOTE DO NOT USE COMMA
CP* <I)
: " tPOSTAL
PC* ( I )
:" «PHONEi»
TPSd )
<3
S f "
INPUT
PRINT : ■■ tPOSTAL CODE:
INPUT
PRINT
INPUT
V=I
REMC3 SPACES>«*VERIFY ENTRIES**
CALL CLEAR
PRINT "ENTRY"; "#'»; V: : :
PRINT "YOU ENTERED:"::" ";LN*<v;
);", ";NA*(V>:" ^';CH*(V>:" ";A
DS (V) : " "5 CP* <V>
;PC* (V) :
PHONE: ";TP
ANYTHING? (Y/N>
THEN 171
PRINT "
♦ (V> ::;::::
INPUT "CHANGE
X$
IF X«<>*'Y"
C = N+1
CALL CLEAR
GOSUB 201
INPUT "ADD MORE NAMES? (Y/N)":X
S
N = N+1
IF X«="N" THEN 181
NEXT I
INPUT "<:4 SPACES>«DATA FILE IS F
ULL*C6 SPACESltPRESS ENTER TO CO
NTINUE*" : X*
RETURN
REMC4 SPACES>««CHANGE DATA**
PRINT " LAST NAME OF THE PERSON
t3 SPACES>WHQSE DATA IS TO BE CH
ANGED: ": : : :
INPUT C*
CALL CLEAR
FOR C=l TO N+1
IF LN«(C)=C« THEN 195 ELSE 239
PRINT "IS THE PERSON:":" " ; NA* <
C) : " "; LN* (C) : :
INPUT " (Y/N>?":X*
IF X*="Y" THEN 201 ELSE 239
PRINT ::::::: "PRESSC3 SPACES>TO
CHANGE": :
PRINT " 1 = LAST NAME":" 2
FIRST NAME<S)":" 3 = CHILD
REN"s" 4 = STREET ADDRESS"
205 R=C
207 R*=" *ENTER THE NEW DATA:"
209 PRINT " 5 = CITY/PROVINCE":"
6 = POSTAL CODE":" 7 =* PHO
NE":" 8 = NO CHANGE":::::::
211 INPUT P
213 CALL CLEAR
215 IF P<1 THEN 211
217 IF P>8 THEN 211
219 IF P=B THEN 229
221 ON P GOSUB 245,251,257,263,269,2
75,281
223 PRINT : : "MORE CHANGES FOR:'*:"
;NA* (R) : " " ; LN* (R) : :
225 INPUT " <Y/N)?":Y*
227 IF Y*<>"N" THEN 201
229 PRINT :::"CHAN6E DATA FOR OTHER
NAMES?": : :
244 COMPUTE! July 1983
231
233
235
237
239
241
243
245
247
249
251
253
255
257
259
261
263
265
267
269
271
273
275
277
279
28 1
283
285
287
289
291
293
295
297
299
301
303
305
307
309
31 1
313
315
317
319
321
323
325
327
329
331
333
335
337
339
341
343
345
347
348
349
351
353
355
357
359
Z*
185
LOOPS**
: :LN« (R) : r
NAME ( S > WERE : " : : NA*
WERE:
CH* (R) :
INPUT " (Y/N) "
CALL CLEAR
IF Z*< >"N" THEN
RETURN
NEXT C
RETURN
REMC3 SPACES>**CHANGE
PRINT "LAST NAME WAS:
: Rt
INPUT LNt(R)
RETURN
PRINT "FIRST
(R) : : : R*
INPUT NA*(R)
RETURN
PRINT "CHILDREN
:R*
INPUT CH*(R)
RETURN
PRINT "ADDRESS WAS : " : : AD* ( R ) : : : R
*
INPUT AD*<R)
RETURN
PRINT "CITY/PROVINCE WAS:"::CP*<
R> : : :R*
INPUT CP*(R>
RETURN
PRINT "POSTAL
: : : R*
INPUT PC*<R)
RETURN
PRINT "PHONE
) : : =R*
INPUT TP*(R)
RETURN
REM<4 SPACES>*«DELETE NAMES**
INPUT "LAST NAME? '•:Xt
FOR 1=1 TO N
IF LN*(I><>X* THEN 325
PRINT :;:"IS THE PERSON:":" ";N
A*(I > : " " ;LN* (I ) : :
INPUT " <Y/N)?":Y*
IF Y*<>"Y" THEN 325
A=I
FOR D=A TO N
LN* (D) =LN*(D-i-l )
NA* (D) =NA* £D+1 >
CH* (D) =CH*(D+1 )
AD* (D>=AD«<D+1 >
CP* (D>=CP*<D+1 >
PC* (D>=PC* (D+l >
TP* (D> =TP* (D-H )
NEXT D
N = N-1
GOTO 327
NEXT I
INPUT "MORE DELETIONS? <Y/N)":X*
IF X*="Y" THEN 289
RETURN
REMC3 SPACES>**ALPHABETIZE LIST*
tiZ SPACES>
PRINT " Cy SPACES>PLEASE WAIT..."
;;:" THE LIST IS BEING ARRANGED"
CODE WAS: "r : PC* (R)
NUMBER WAS:"::TP*(R
B=l
B = 2*B
IF B<=N THEN 339
B=INT (B/2)
IF B=0 THEN 369
FDR Y=l TO N-B
X=Y
I=X + B
IF LN*<X>=LN*(I)THEN 363
IF LN*(X)<LN*<I)THEN 365
GOSUB 381
X = X"B
IF X>0 THEN 349
361 GOTO 365
363 GOSUB 373
365 NEXT Y
367 GOTO 343
369 RETURN
371 REMC3 SPACES! ««ORDER FIRST NAMES
«*C3 SPACES>
373 IF NA« (XXNA* ( I JTHEN 377
375 BOSUB 381
377 RETURN
379 REMt3 SPACES> » tCHANGE ORDER**
381 N*=LN*(X)
383 LN*(X) =LN«C I)
3B5 LN*<I>»N*
387 N*=NA*(X)
389 NA*(X)=NA*(I)
391 NA*tI>=N4
393 N*=CH*(X>
395 CH*(X>=CH*(I)
397 CH*(I)==N*
399 N*=AD*<X>
401 AD* ( X > =AD* ( I >
403 AD*(I)=NS
405 N*=CP«(X>
407 CP*(X)=CP* (I >
409 CP*<I)=N*
411 N*=PC*(X>
413 PC* (X ) =PC* ( I )
415 PC*(I>=N*
417 N*=TP*<X)
419 TP* CX>=TP* ( I >
421 TP*(I)=N*
423 RETURN
425 REMC3 SP ACES> < *SA VE DATA FILE**
C5 SPACES}
427 GQSUB 467
429 OPEN #1 :L*, INTERNAL, OUTPUT, FIXED
150
431 PRINT #1:N
433 FOR 1=1 TO N
435 PRINT #1 :LN* (I > ,NA* ( I > , CH* (I ) , AD
* ( I > , CP* ( I ) , PC* ( I > , TP* ( I )
437 NEXT I
439 CLOSE #1
441 RETURN
443 REMt4 SPACES> * *LOAD DATA FILE**
{6 SPACES>
445 GOSUB 467
447 OPEN #1 : L*, INTERNAL, INPUT , FIXED
150
449 INPUT #1:N
451 FOR 1=1 TO N
453 INPUT #1 :LN*< X ) , NA* ( I > , CH* (I > , AD
*(I),CP*(I) ,PC*(I>,TP*<I)
455 NEXT I
457 CLOSE #1
459 CALL CLEAR
461
PRINT " "jL*
; N; "ENTRIES- "
MAXIMUM*": : :
THIS FILE HAS"
*45 ENTRIES IS
463
465
467
469
471
473
475
tPRESS ENTER TO CONTINUE
INPUT
«"; X*
RETURN
PRINT
E OF":
VICE?"
E> "::;::: ;
INPUT L*
RETURN
REM **SUB
*
PRINT "PRESSt3 SPACES>TO PRINT
::" 1C5 SPACES>MAILIN6 LABELS
:" 2t5 SPACES>MAILING LIST"::
<5 SPACES>WHAT IS THE NAM
C4 SPACES>YOUR STORAGE DE
: "(EXAMPLE: CSIOR DSKl.FIL
TO PRINT LABELS/LIST*
477
479
481
483
485
487
489
491
493
495
497
499
501
503
505
507
509
51 1
513
515
517
519
521
523
525
527
529
531
INPUT P
IF P<1 THEN 477
IF P>2 THEN 477
PRINT s:sis::£r:*so* :*::•■■•»-
IF POl THEN 505
FOR 1=1 TO N
GOSUB 495
NEXT I
RETURN
OPEN #2:P*
PRINT #2:TAB(5> ;NA*(I) ; " " ; LN* ( I
) :TAB(5) ; AD*(I ) :TAB<5) ; CP* ( I > ; "
" ;PC* ( I ) : : : :
CLOSE #2
RETURN
REMC4 SPACES>«*PRINT MAIL LIST**
FOR 1=1 TO N
BOSUB 513
NEXT I
RETURN
OPEN #2:P*
PRINT #2:TABt5J ;LN*( I) ; ", " ; NA* (
I) ; "t6 SPACES>"5CH*( I> :TAB(5) ; AD
* ( I ) ; " <:3 SPACES> " ; CP* ( I) ; " " ; PC* ( 1 )
PRINT 4t2:TABt60> ; " (P)-";TP*<I> : :
CLOSE #2
RETURN
REMC3 SPACES>*«FINISH SESSION**
<5 SPACES>
INPUT "C7 SPACES>DO YOU WISH TO
<10 SPACES>TERMINATE THIS SESSION
7^5 SPACES > ( Y/N) ": X*
CALL CLEAR
IF X*<>"Y" THEN 25
PRINT "{6 SPACES>HAVE A NICE DAY
533 STOP
TI-99/4A
(5^,
i ii'^
/
NEW FROM COMPUTE*
PROGRAMMER'S
REFERENCE
GUIDE
FOR THE TI-99/4A'
by C. Regena,
COMPUTE! Columnist
Contains over 40 programs! An indispensable guide to
understanding your TI-99/4A. Everything you need to know
about: learning BASIC, editing, variables, graplilcs, music,
speech, mathematical functions, using fiJes and arrays,
sorting, conserving memory, and much more. Useful for
everyone from beginners to experienced programmers.
ILBSEKVIS TOUR FIBST EBITION T0BA71
YES! Send me a copy of the ProgrBmmer's R&ference GuJde for
the TI-99/4JL
$14,95 (plus $Z shipptng/handlmg) check or money order
enclosed.
Charge my □ VISA □MasterCard □ Ajnerican Express
Acct # ^_^ Exp.
Prepaid orders only. All orders must Include S2 S/H.
Najne__ ^
Address „
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Plea&e allow 4-6 weeks for delivery.
July 1983 COMPUTE! 245
VIC Bitmapping
C D Lane
If you dont think that there's enough space in an unex-
panded VIC to create exciting, high resolution graphics,
you're in for a surprise,
Bitmapping, controlling each tiny dot on the TV
screen, is the only way to gain total control over the
video image. The finest, sharpest graphics result whefi
you govern each point of light separately.
This article deals exclusively with BASIC pro-
gramming and contains a ready-to-run demo program
along with an engaging, high-resolution, two-player
game called "Lines/' Nevertheless, some of the concepts
here might be nezo to the beginning VIC user so toe've
provided a brief dictionary of the more complicated
terms.
Bitmapping allows us to turn any bit on the screen
on or off, usually under the control of a program.
Bitmapping the VIC's screen requires software
routines to plot the bits, proper initialization of
the video registers, and most of RAM to store the
screen.
Sizes And Shapes
The video chip in the VIC-20 computer cannot
address expansion RAM. This limitation leaves it
IK of RAM starting at address 0, 4K of RAM
starting at 4096 ($1000 hex), 4K of ROM starting at
32768 ($8000), and IK of nybble RAM starting at
37888 ($9400). The normal state of a 5K unex-
panded VIC has the character memory in the 4K
of ROM, the screen memory in 506 bytes of RAM
at 7680 ($1E00), and the color memory in 506 bytes
of nybble RAM at 38400 ($9600). {Nybble just means
that items are stored in four-bit large spaces in
memory, rather than the normal, eight-bit groups
called bytes,)
There are two character sizes on the VIC 6560
video chip, 8 bits by 8 bits and 16 bits by 8 bits.
The 8x8 characters are the norm, and the character
ROM is set up to use these. The 16 x 8 characters
are twice as tall, and are useful in bitmapping the
screen since they double the graphic area using
the same amount of screen memory. The 8x8
characters are advantageous when using shapes
from the character ROM, and they are simpler to
initialize and plot.
At most, 256 different characters of 64 bits
each, or 16,384 bits, can be addressed with 8x8
246 COMPUTE! July 1983
characters. To get more screen area you must use
16x8 characters. With the larger characters, 256
characters of 128 bits - or 32,768 bits maximum,
twice as many - can be addressed. The 16 x 8
characters can be selected by turning on the low
bit of 36867 ($9003). (You can turn this bit on by
POKEing it with any odd number.)
The screen can also be bitmapped in multi-
color mode. Multicolor mode is covered in detail
in the VIC-20 Programmer's Reference Guide. Multi-
color mode reduces horizontal resolution to half
of normal, so the characters are now 8x4 and
16 X 4, using two bits for each pixel on the screen.
Pixels are located in a byte by using powers of 4,
rather than the powers of 2 used in high resolution
mode.
Usually you will need to reshape the screen
for your graphic program, since you will probably
be using less area than the normal screen. Memory
location 36866 ($9002) controls the number of col-
umns on the screen, and 36867 ($9003) controls
the number of rows, as well as the double high
characters. Be careful of the meaning of rows when
using the larger characters since rows become
twice as tall.
You can format the screen by using the com-
bination of columns and rows, which results in
the closest thing to a square shape, or a combina-
tion that uses all of the RAM available. An alter-
nate scheme is to try to do both. The standard
VIC screen uses this combination: with 22 columns
by 23 rows, it achieves the ''most square" screen
possible, using as many of the 512 characters as it
can (leaving only 6 characters unused).
Where It All Goes
When you're bitmapping the screen from BASIC,
there is quite a lot to fit into a small space: the
screen, character, and BASIC memories all must
go into the 4K of RAM at address 4096 (except, of
course, in an expanded VIC, where BASIC can be
moved out of internal memory). There are several
ways we can accommodate BASIC and character
memories, all with the screen at address 7680. In
the table below, the first column is the value to
POKE into the character pointer register of the
VIC chip; 52,56 are the high bytes of the end of
RAM pointers.
Qi commodore
$99
$427
MEMORY EXPANSION
$69
$39
SOFTWARE FOR THE VIC-20
WORD PROCESSING - $23.00
ADV WORD PROCESSING $32.00
MAILING LISTS - - $20.00
SOFTWARE FOR THE COM-64
WORD PROCESSING $38.00
MAI LI NG LISTS $20.00
Call for other software Items.
VIC 1 541 DISC DRIVE $339.00
VIC 1 530 1 530 DATASSETTE $ 64.95
VIC 1525 GRAPHIC PRINTER $339.00
2Kx8 STATIC RAM CHIPS (200 nseC) QTY ea. $ 7.95
ORDER FORM
(Circle Above Items)
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(Information & Orders)
CREDIT CARD ORDERS ONLY CALL TOLL FREE:
1 -800-824-7888* (48 states) 1 -800-824-791 9 • (Alaska & Hawaii) • Ask for Operator #649
Usable RAM
# of Chars
Screen Shape
36869
Start
52,56
Graphic
BASIC
8x8 16x8
Square Maximum
252
4096
16
3.5K
none
256 224
21x21 16x28
253
5120
20
2.5K
IK
256 160
17x18 16x20
254
6144
24
1,5K
2K
192 96
13x14 12x16
255
7168
28
0.5K
3K
64 32
8x8 8x8
Moving the screen memory from 7680 to the top
of the lower IK of memory - for example, 768
($0300), where the tape buffers are - adds 64 8x8
or 16 16x8 characters to the above figures (and
adds 0.5K to the available RAM figures). However,
this move is more safely accomplished via machine
language. The character pointer can also be
pointed at the first IK of RAM (POKE 36869,248),
but this is not very useful since page zero is used
in both BASIC and machine language program-
ming.
The case where the character pointer equals
255 is described in detail in the Reference Guide,
This arrangement gives the user very little graphic
area, but does allow mixing graphic characters
with a subset of the ROM characters.
Programming The Bitmap
The first step in bitmapping the screen is to allocate
RAM for the character memory in an area outlined
in the chart. We must keep BASIC from using this
memory by POKEing locations 52 and 56 with the
high byte of the starting location we have chosen,
and POKEing locations 51 and 55 with the low
byte (which is zero for the examples in this article
since they all begin on a page boundary).
To initialize the character memory, clear it by
POKEing each byte with a zero. Next, initialize
the screen memory by sequentially numbering
the locations and POKEing each byte with its dis-
tance (in bytes) from the start of screen memory.
Program 1: Polargraph
10 P0KE55 , 0 : POKE52 , 20 : P0KE56 , 20 : CLR: V=368
64:M=5120;H=248:W=7680:R=38400:K=
63;S$="N"
20 U=2/3 : T=l : F=0 : Q=63 : B= . 01 : L=l : C=2 : F0RI=
. T07 : T% ( 7 -I ) =2 " I : NEXT : POKEV+1 ,37:
POKEV+3,32
30 PRINTCHR$ ( 147 ) TAB ( 6 ) " POLARGRAPH" CHR? ( 1
7 ) : INPUT " FREQUENCY " ; F
40 INPUT "OBJECT COLOR 1-8 " r C : IFC>80RC<1GO
TO40
50 INPUT"SCREEN COLOR 1-8" ; T : IFT>80RT<1GO
TO50
60 INPUT" SIZE 0-63";Q:IFQAND192GOTO60
70 INPUT"ECCENTRICITY <=1 " rU ; IFABS (U ) >1G0
TO70
80 INPUT "RESOLUTION" ; B: INPUT "CYCLES" ? L; IN
PUT"SOLID Y/N" ; S$ : PRINTCHR$ ( 1 7 ) "P
LEASE WAIT"r
90 FORI=MTOW'*512:POKEI, .: NEXT : POKEV+5 , 253
:POKEV,ll:POKEV+2,144:G=S$<>"Y"
.248 COMPUTE! July 1983
100 POKEV+15 , 1 7 *T-9 ; FORI= . T0255 : POKEW+I , I ;
P0KER+I,C-1:NEXT:F0RI=.T0L*2*STE
PB
110 S=ABS(C0S(F*I}*Q):X=C0S(I)*S*U+K:Y=SIN
( I ) *S+K : GOSUBl 60 : I FGGOTOl 50
120 IFABS(X-K)>ABS(Y-K)GOTO140
130 S=SGN(K-Y):E=(K"X)/(K-Y)*S:X=X-E:FORY=
YTOKSTEPS : X=X+E : GOSUB160 : NEXT : GOT
0150
140 IFX<>KTHENS=SGN(K-X) :E=(K-Y)/(K-X)*S:Y
=Y-E : FORX=XTOKSTEPS : Y=Y+E : GOSUB 1 6
0 ; NEXT
150 NEXT : WAIT198 , 1 : GETA? : POKEV+5 , 240 : POKEV
+15,24: POKEV , 5 : POKEV+2 , 1 50 : GOTO30
160 Z=(YANDH)*15+Y+(XANDH)+M:P0KEZ,PEEK(Z)
0RT%(XAND7) : RETURN
Program 2: Lines
10 POKE52 , 20 : P0KE56 , 20 ; CLR: V=36864 : M=5 120
: S=7680 ; C=38400 : Q=8160 : W=240 : GOTO 80
20 1=1 -I : FORY= . T06STEP2 : X=Y+I *8 : POKEQ+1 , H
%(X) :SYS(Q) :IFPEEK(Q+19)=H%(X+1)T
HENX=Y:Y^W
30 NEXT:P0KEV+13,W:IFY>WTHENP%(I, . )=CX=4)
-(X=0:P%(I,1) = (X=2)-(X=6)
40 X=P% (1,2) +P% { I , . ) : Y=P% (I , 3 ) +P% ( I , 1 ) : PO
KEV+13, . :IFX>63ORY>159ORX*Y<.GOTO70
50 P%(I,2)=X;P%(I,3)=Y:Y=(YANDW)*15+Y+(X*
4ANDW ) +M : X=T% ( XAND3 ) ; I FPEEK ( Y ) AND
XGOTO70
60 POKEY, X0RI*X*20RPEEK(Y) : GOTO20;DATA60,
60,62,6 2,60,62,56,60,32,32, ,48,32
,48,48,32
70 POKEV+ 15-1,17-1: FORI= . TOM : NEXT : GOTOl 10
:DATA138,96,110, 1, 114,142,2,114,1
10, 212, ,65
80 POKEV+1 , 30 : POKEV+3 ,21: POKEV ,11; POKEV+2
, 144 : POKEV+5 , 253 : DIMP% ( 1 , 3 ) , H% (1 5
),T%(3)
90 FORI= . T0255 : POKES+I , I : POKEC+I , 8 : NEXT : D
EFFNR{X)=INT(RND(1)*X) :F0RI=,T03:
T%(3-I)=4*I
100 NEXT : F0RI= . TOl 5 : READX : H% ( I ) =X+1 9 1 : NEXT
: FORI= . TOl 1 : READX : POKEI+Q, X+3 1 ; NEXT
110 FORI=MTOS:POKEI, . : NEXT: POKEV+1 5 , 19+FNR
( 5 ) : POKEV+14 , 16*FNR( 5 ) +63
120 F0RI=.T01:P%Cl, . )=• :P%(I* 1 )=FNRC 2 ) *2-l
: P% { 1 , 2 ) =21 * ( I+l ) : P% ( 1 , 3 ) =80 ; NEXT
:I=1:GOTO20
To plot, we will use cartesian (X,Y) coordi-
nates, where Y is zero at the top of the screen and
X is zero at the left of the screen, making the
HOME position the origin (0,0). Both are bounded
on the high end by the particular height and width
chosen for the screen in bits. To plot a particular
bit in memory from its X,Y coordinates, we must
determine the actual character it resides in - which
byte of that character, and which bit of that byte.
To determine what character the bit is in,
drop the low order digits of the coordinates, where
the number of low order digits equals log base 2
(dimension in pixels of the character). Next find
the number of the character by multiplying the
character's Y coordinate by the number of X char-
acters in each row and add in the character's X
coordinate. The low order Y bits not used earlier
are the number of the byte in the character the bit
is in. 128/ (2 to the low order X bits) locates the bit
in the byte.
For example, in a 16 x 16 character screen
with 8x8 characters, use INT(coordinate/8)*8 or
simply (coordinate AND (255 - 7)) to get the char-
acter coordinates (but don't throw away the
original values!). The location of the character is
X + Y * 16 (the number of columns).
Location of byte in memory =
Start of character memory
+ Number of character the byte is in * Number of
bytes in character
+ The low order Y bits (the byte in the character)
To set a bit, POKE byte, PEEK(byte) OR
128/(2 flow order X bits)
To clear a bit, POKE byte, PEEK(byte) AND
NOT 128/(2 t low order X bits)
To plot bits faster, store the powers of 2 (or 4 for
multicolor mode) in an array at initialization time,
saving the time of computing the powers each
time.
Two programs are included here to illustrate
bitmapping the screen.
Polargraph
Polargraph (Program 1) prompts the user for vari-
ous parameters and uses these to draw spiral
curves and solid objects. The program uses polar
coordinates and the SIN( ) function to calculate
the shapes, translates these to cartesian coordi-
nates and plots them on the VlCs linear memory
in high resolution mode. Polargraph asks for the
following parameters to control plotting:
Frequency? This controls the number of
"leaves" on the design; higher numbers give more
leaves. It also controls overlapping - whole num-
bers give non-overlapping "leaves" and rational
numbers give more complex patterns. As the fre-
quency decreases from 1 to 0, different types of
cardioids are produced, degenerating into spirals,
and eventually ending in a perfect circle at zero,
the default value. Any value is legal for this
parameter.
Object color? Screen color? The number the
user enters is the number on the key that the color
he wishes is on; black=l, white = 2, and so on.
Numbers from 1 to 8 are legal here. The default is
a white object on a black screen.
Size? This controls how far out from the center
the object extends. A value around zero will make
a dot in the center of the screen, and a value of
63 (half the width in bits of the screen) will make
the largest possible shape. The default value here
is 63.
Eccentricity? This controls how elliptical the
shape is. The default 2/3 produces the most sym-
metric result on the screen. The default is less
than 1 since the VIC's screen is not square (it uses
rectangular pixels). A value of 1 (circular) is best
when sending the shapes to a printer. The shapes
can be stretched both horizontally or vertically.
Legal values are between -1 and 1.
Resolution? This controls how many dots are
used to draw the figure. A high resolution makes
a finer drawing, but takes longer to draw. A low
resolution draws faster with less precision. The
default is .01, any value is legal, and the usable
range is .5 to .001.
Cycles? This is the number of times around
the graph the program runs. Its setting is related
to the frequency. A simple whole number fre-
quency requires only 1 cycle. A frequency of 3.33
requires 3 cycles to complete the drawing; 1.25
requires 2; 2.125 requires 4, and so forth. The de-
fault is 1 cycle; any value is legal. This parameter
can be used to force partial drawings, open curves,
incomplete spirals, etc.
Solid? This parameter controls whether the
shape is drawn with dots or lines. Lines make
sense only with whole number frequencies. Line
mode is slower. The default is "N" which is
dot mode. Legal values are "Y" and "N" (yes
and no).
The user does not have to enter every param-
eter; just RETURNing uses the defaults outlined
above. Once a drawing is complete, typing any
key will get it back to the parameter menu. The
defaults become the values entered on the last
run, so you can just change one or more param-
eters to see their effect while holding others con-
stant.
Polargraph uses a 16 row by 16 column screen
in 8 by 8 character format (256 characters), sim-
plifying the mathematics of plotting due to the
symmetry of the screen. The LINES program
formats the screen in a more complex and less
symmetric fashion.
The designs produced by Polargraph can be
printed on the VIC 1515 (or other) printer with
the routine in my article "Printing the Screen" in
COMPUTErs First Book of VIC (COMPUTE! Books,
1982). You will need to remove the IF statement
after the colon on the end of line 5 if you are using
more than 64 graphic characters (as Polargraph
does). The variables HIGH and WIDE will also
need to be adjusted to the dimensions (in charac-
ters) of the screen you are using. These changes
Jul/ 1983 COMPUTE! 249
Brief Definitions
Don Cormichael Assistant Editor
Sotne of the terms used in this article might be
unfamiliar. Here's a short description of the main
ideas:
• Bitmapping. Bitmapping is a process
whereby each tiny individual dot (pixel) on a
TV screen or monitor is represented by its
own ''bit" in memory. When the corres-
ponding memory bit is zero (off), the dot (or
pixel) is off. When the bit is a one (on), the
pixel is turned on. Each byte of memory (an
address like 1525) is made up of eight bits.
When bitmapping the VIC-20, there are
32,384 separately programmable pixels. With
each pixel assigned to one bit (or eight pixels
to the byte), it would take 4048 bytes to bit-
map the entire screen,
• Cardioids, A cardioid is a heart-shaped,
closed curve that is produced by tracing a
fixed point on one circle as it is rolled around
the circumference of another equal, station-
ary circle.
Refer to figures 1 through 3. As circle 2
is rolled around the circumference of station-
ary circle 1 (Figures 1 and 2), the fixed point
"P" on circle 2 begins to rotate and produce
the heart-shaped cardioid curve. Figure 3
represents one complete revolution around
fixed circle 1 and displays the completed,
closed cardioid curve.
Cardioid curves are used in geometric
applications for the classical problem of
trisecting an angle. In "Bitmapping The
Screen," various types of cardioids are pro-
duced in the Polargraph program.
Figure 1.
* Figure 2.
'Drowing" The Cardioid Curve
• Cartesian Coordinates, The Cartesian Co-
ordinate system is the common x - y coordi-
nate system that is v^idely used in plotting
charts and graphs. The x coordinate repre-
sents an imaginary horizontal plane, the y a
vertical plane (refer to Figure 4). Positions
are plotted by indicating their x and y coordi-
nates (x,y). That is, you can locate anything
by giving a horizontal and vertical number.
It's like the way you can locate a particular
street on a city map by looking for it w^ithin
the square called 'T-5" or "C-2."
In the article "VIC Bitmapping," x coor-
dinate points begin at the left of the screen, y
coordinate points begin at the top of the
screen (see Figure 5). Coordinate 0,0 thereby
becomes what computerists call the HOME
position, the upper left corner of the screen.
Screen positions are plotted by raising or
lowering the x and y coordinates. Figure 5
illustrates plotted examples where the .r,y
coordinates are 11,12 (middle of the screen),
and 22,23 (lower righthand corner).
Figure 4.
Figures.
.X
Y-
VT(0,0)
1
^- 1
x+
1(11,12)
1
f
Y +
(22,23)
Figure 3.
Cartesian Coordinates On The TV Screen
• Low Byte - High Byte. For a complete defi-
nition of low byte - high byte (LBHB) addres-
sing techniques refer to An Explanation of
LBHB in "All About USR'' in this issue.
• Screen Memory, Screen memory is the
memory in the VIC that retains the image of
what is displayed on the screen. Screen mem-
ory is RAM, and its contents are defined by
the user. POKEing values into the screen
memory will, in effect, display characters on
the screen.
• Polling The Keyboard. "Polling" is the
process of continually checking the status of
a device (such as a keyboard, peripheral,
etc.) to determine if anything has changed.
Polling the Keyboard in the VIC means that the
operating system of the VIC-20 checks the
keyboard (60 times every second) to deter-
mine if any keys have been pressed.
will allow the printing of any large graphic screen.
The Lines Game
"Lines" (Program 2) is a two-player game in which
each player independently guides his own line
from the keyboard. The screen is formatted in
double high character mode, with 16 columns by
10 rows (the equivalent of 20 rows in regular char-
acter format). The program makes the maximum
use of the RAM available with BASIC and the
screen in the same 4K. The screen is in multicolor
mode with the two players' lines controlled by
different color registers, so that they can run
alongside each other without color interference,
making for slightly more complicated plotting,
but greater visual effect.
Each player controls a constantly growing
colored line on the screen; he must not touch the
walls, the other player's line, or his own line, or
else his line disappears. The left line is controlled
by keys A (left), D (right), W (up), and X (down).
The right line is controlled by keys K (left),
; (semicolon, right), O (up), and . (period, down).
The two players do not interfere with each other's
control even though they both use the same
keyboard.
The technique used to poll the keyboard is
described in detail by Mike Bassman and Salomon
Lederman in COMPUTERS First Book of VIC. The
machine language subroutine in LINES has been
moved into unused screen memory, in order to
keep character memory free. It's easier to use the
game if the keys that control the lines are marked
with paper sticker arrows.
Both programs are as compact as possible in
order to be fast and not exceed the IK limit to
program and variable space imposed by the large
screen. Both programs are for an unexpanded
VIC; however, they will also run with a 3K expan-
der, all 3K of which is available for extra code.
Bitmapping the screen requires careful ac-
counting of memory usage and small, efficient
programs in an unexpanded VIC. With a little
extra thought and work, it is possible to produce
dazzling graphic displays and games without
special hardware or software additions. ©
VK-20 and Commodore 64
ADVENTURES
BANSHEE CASTLE
An unbeileveabiB adventure that wilf try your
patience. But InloHigence, persistance and
stamina pays oil. An acilonpached (jamB thai
k^eps you on edge.
VIC 16K Reqd. J1&,95
WHODUNtT?
Mystery-lover's delight.
How's your analyltcal mind''
If you have any logic. ..this a the
game lor you-
VIC 16k; Reqd.
CS4
MAGQIE
(Arllflcial InliJIIganc*)
Have a refationshlp with your compuler Ihats
hard to believe. Discuss W wiEh "Maggie"
VlCieKRaqd. 119 95
C64
SCRAHtBLERS?
Wb have it. The uftimate chalFenge \rt word
scramble. 3 games on one tape.
Test your skfll &. Knc}«ledge.
No exp. req V(C C-&« tt9M
ORDER ALL 4 FOR 70"
CHECK OR MONEY ORDER
ADO *1 .50 FOR PI H
DEALER INQUIRIES INVITED.
3133 South Nucia Street
Aurora. Colroado 60013
303/ BS0-30U
Dealer avQllobility MICROTECHmC SOLVnONS tHC, '
inquiries (203) 389-8383 P.O. BOX 2940, New Haven, a. 06515
• :^
MEM(
FLEXIBLE DISCS
WE WILL NOT BE UNDER-
SOLDfl Call Free (800)2354137
for prices and informatioa Dealer
inquiries invited and COD's
accepted
PACIFIC
EXCHANGES
100 Foothill Blvd.
San Luis Obispo, CA
93401. InCaLcall
(800) 592-5935 or r^fjsA^
(805)543-1037
WOXmwr^ presents..... J^pryteByter^"
For the Commodore 64"
The user affectionate sprite development program. Menu-
driven, mono/multicolor sprites, joystick/keyboard, tape/disic
20K w/FAST machine language routines. Over 60 commands:
ROTATE (any angfe 0 - 360). JNVERT/OBVERT, SHIFT, SYIV!-
METRY, AND/OR, REVERSE, REVIEW. MOVtE (animation).
Create and edit up to 1 28 spriles per file. For programming
efficiency and FUN! IncludestheGame Maker -automatically
prepares a base for game development.
Cassette $29,95
Disk
$34,95
(U.S. Funds)
FOX§®IFir"
P.O. Box 507
Deer Park, Texas 77536
(713)473-6723
A Divisiori of Foxfire Systems. I
FREE PROGRAMS ?
Commodore 64, Pet. & Vic 20 owners, why buy? Trade I!
Hundreds of people \\ke youfsell. wheifier you're an amateur or advanced prograrnmer,
are creating fantastic new programs on if^eir computers and they would lifte to exchange
itieir programs with others, The Soliware Exchange makes this possible Send you:
cassette or disc with the program you wish to share V/e catalog it and replace it with 5
specially selecied programs of others and return them to you, There is no cost lor the
programs, however, we do ask S9,95 to cover costs of tiling, advertising, matling and
handling To receive your 5 programs!'" Send your program on mimimum 30 mm
cassette (to allow space for return programs) or disc (any 5% commodore) and your
name, address, type of computer, memory size & your program preference along with
$9,95 lo:
THE SOFTWARE EXCHANGE
P.O. BOX 150
Hood River, Oregon 97031
Amateurs may not have the best programs to serxi. but don't dismay even it you don t
gain national recognition you wM still receive 5 great programs to inspire you Don t
delay ' Get started and send in Be sure lo mclude all information requested' ' '
CAPUTE!
Modificotions Or Corrections To Previous Articles
64 Video, Part III
Line 40 of the demonstration program from Part
III of Jim Butterfield's "Commodore 64 Video - A
Guided Tour" (p. 160, April 1983) should read:
40 FOR J=0 TO 62: READ X:POKE J+832,X:NEX
T J
Atari One-On-One
To use paddles with the Atari version of this game
from the May 1983 issue (p. 48), change line 650
to read:
650BLINE = 250
Editype For The 64 And VIC
Reader Clifford Johnsen supplied changes which
allow the VIC Editype mini word processing pro-
gram from the April 1983 issue (p. 50) to run on
the Commodore 64. Delete lines 265 and 266 and
modify the following lines:
210 A$(K)=A$(K)+C$: G$="": IF LEN(A$(K))
<40 THEN 120
240 FOR U=l TO 40-LEN(A$(K)) : PRINT CHR?
(20);: NEXT U
5025 FOR B=l TO 40
For VIC or 64 users, the following change to
line 180 suggested by John Stoddard will provide
an underline cursor to eliminate confusion about
where the next character will be printed:
180 PRINT G$;"{D0WN] {LEFT}";CHR${32);GHR
$(I63);"{UP)lLEFT}";
Computer Literacy On The Timex/Sinclair
Program 4, ''Big Letters/' from this article in the
April 1983 issue (p. 165) requires one correction.
Change line 140 to read:
140 LET W$=W$(2 TO LEN W$ )
Atari SuperFont Plus
Author John Slaby has found the following cor-
rections to minor bugs in his improved version of
SuperFont which was published in the February
1983 issue (p. 154):
1200 POKE 54286, 192 :G0SUB 390: GOTO 520
1440 DATA 72, 169, 100, 141, 10, 212
1700 IF A=58 OR (A>47 AND A<58) OR (A>64
AND A<=90) OR A=46 THEN 1720
Also, D. Chouiniere suggests that to eliminate
the problem of scrolling of the display, line 500
should be changed to 525 and then line 500 should
be deleted. ®
»OOQC
ACCOLADE COMPUTER PRODUCTS
HARDWARE
Commodore 64 S419.95
1525-E Printer S329.95
1515 Disk Drive S329.95
BMC Color Monitor $349.95
Star Micronics
Parallel Interface $69.95
Gemini 10..... S329.95
Gemini 15 $536.95
24K Golden Ram $149.24
Vic Rabbit $39.95
Wico Joystick $22,50
Wico Joystick ''Red Ball" $25.00
HES Sound Box $12.50
BOOKS
SOFTWARE (COMMODORE 64)
Avaton Hill
B1 Nuclear Bomber. ... $12.00
Midway Campaign $12.00
North Atlantic $12.00
Nuke $12,00
Planet Miners SI 2.00
Andromeda Conquest $13.50
Broderbund Software
Choplifter $26,95
David's Midnight Magic .... $33.95
Sea Fox $29.95
Serpentine $29.95
HES
Commodore Reference Guide 319.50
ViC Reference Guide $16.50
1st Book of VIC $9.50
2nd Book of VIC ,....$12.95
1st Book of Commodore 64 $12.95
Tricks for VICS $9.95
ACCOLADE COMPUTER PRODUCTS
4858 Coronado Avenue
San Diego, CA 92107
(619) 223-8599
HESMON 64 $29.95
HES Writer 64... $33.95
Royal
Quick Brown Fox $59.95
Sierra on Line
Frogger (disk) $29.95
SIrius
Blade of Blackpoole $29.95
Spinnaker
tn Search of the
Most Amazing Thing (disk) $29.95
Synapse
Ft. Apocalypse $26.95
Survivor $26.95
Pharoh's Curse $26.95
UMI
Renaissance ... ... $29.95
NO REFUNDS ON OPENED SOFTWARE
Dealer inquiries invited
California residents add 6*0 Sales Tax
Add S3 00 iot shipping and handling (except tiard^vare. add 3% of prjce
COD Charge Si 50 - C O D s. Cashiers Checks or Money Orders orMy
We accept Money Orders. Cashiers Checks.
personal checks musi lake 2 weeks to clear
Foreign orders paid m U S funds, add S5 00 for shipping and handUnq
(OT S^o of hardware price)
252 COMPUH! July 1983
COMPUTE! Back Issues
Here are some of rhe applications, tutorials^
and games from available back issues of
COMPUTE!. Each issue contains mucb»
much more than there's space here to Ust,
but here are some highlights:
February 1981: Simulating PRINT USING,
Using the Atari as a Terminal for Telecom-
munications, Attach a Printer to the Atari,
Double Density Graphing on CIP, Commo-
dore Disk Systems, PET Cra^h Prevention,
A 25f^ Apple II Clock.
May 1 98 1 : Named GOSUB/GOTO in
Applesoft, Generating Lower Case Text on
Apple II, Copy Atari Screens to the Printer,
Disk Directory Printer for Atari, Realtime
Clock on Atari, PET BASIC Delete Utility.
PET Calculated Bar Graphs, Running 40
Column Programs on a CBM 8032.
June 1981: Computer Using Educators
(CUE) on Software Pricing, Apple II Hires
Character Generator, Ever- expanding
Apple Power, Color Burst for Atari, Mixing
Atari Graphics Modes 0 and 8, Relocating
PET BASIC Programs, An Assembler In
BASIC for PET, QuadraPET: Multitasking?
July 1981: Home Heating and Cooling,
Animating Integer BASIC Lores Graphics,
The Apple Hires Shape Writer, Adding a
Voice Track to Atari Programs, Machine
Language Atari Joystick Driver, Four Screen
Utilities for the PET, Saving Machine
Language Programs on PET Tape Headers,
Commodore ROM Systems, The Voracious
Butterfly on OSL
August 1981: Minimize Code and Maximize
Speed, Apple Disk Motor Control, A
Cassette Tape Monitor for the Apple, Easy
Reading of the Atari Joystick, Blockade
Game for the Atari, Atari Sound Utility,
The CBM 'Tat 40," Keyword for PET, CBM/
PET Loading, Chaining, and Overlaying,
October 1981: Automatic DATA State-
ments for CBM and Atari, VIC News,
Undeletable Lines on Apple, PET, VIC,
Budgeting on the Apple, Switching Cleanly
from Text to Graphics on Apple, Atari
Cassette Boot- tapes, Atari Variable Name
Utility, Atari Program Library, Train your
PET to Run VIC Programs, Interface a BSR
Remote Control System to PET, A General
Purpose BCD to Binary Routine, Converting
to Fat'40 PET.
December 1981: Saving Fuel $$ (multiple
computers: versions for Apple, PET,
and Atari), Unscramble Game (multiple
computers), Maze Generator (multiple
computers), Animating Applesoft Graphics,
A Simple Printer Interface for the Apple II,
A Simple Atari Wordprocessor, Adding
High Speed Vertical Positioning to Atari P/
M Graphics, OSI Supercursor, A Look At
SuperPET, Supermon for PET/CBM, PET
Mine Maze Game.
January 1982: Invest (multiple computers) ,
Developing a Business Algorithm (multiple
computers), Apple Addresses, Lowercase
with Unmodified Apple, Cryptogram Game
for Atari, Superfont; Design Special
Character Sets on Atari, PET Repairs for
the Amateur, Micromon for PET, Self-
modifying Programs in PET BASIC, Tiny-
mon: a VIC Monitor, Vic Color Tips, VIC
Memory Map, ZAP: A VIC Game.
May 1982: VIC Meteor Maze Game, Atari
Disk Drive Speed Clieck, Modifying Apple's
Floating Point BASIC:, Fast Sc^rt For PET/
CBM, Extra Atari Colors Thro uj^h Artifact-
ing, Life Insurance Estimator (multiple
computers), PET Screen Input, Getting The
Mtxst Out Of VIC s 5(X)0 Bytes.
August 1982: The New Wave Oi' Perst>nal
Computers, Hovtsehold Budget Manager
(multiple computers). Word Games (multiple
computers), Color CtiEiiputer Home Energy
Monitor, Intelligent Apple Filing Cahinet,
Guess Thar Animal (multiple computers),
PET/CBM Inner BASIC, VIC Communica-
tit)ns, Keyprint Ctnnpendium, Animation
With Atari, VIC Curiosities, Atari Substring
Search, PET and VIC Electric Eraser.
September 1982: Apple and Atari and the
Sounds of TRON, Commodore Automatic
Disk Bo(U, VIC Joysticks, Three Atari GTIA
Articles, Color Comptiter Graphics, The
Apple Pilot Lan^unge, Sprites and Sound on
the Conunodore64, Peripheral Vision Exer-
ciser (tnultiple computers). Banish INPUT
Statements (multiple computers), Charades
(multiple computers), PET Pointer Sort,
VIC Pause, Mapping Machine Language,
Editing Atari BASIC With the Assemhler
Cartridge, Process Any Apple Disk File,
January 1983: Sound Synthesis And The
Personal C\>mputer, Jugj^ler And Tfiunderhird
Games (uujiripic computers), Music And
Sound Programs (multiple ctnupuicrs),
Writint^ Transportable BASIC, llome Energy
Calculator (multiple computers). All About
Commodore WAIT, Supermtin64, Perfect
Commodore INPUTs, Atari Autonuuiber,
Copy VIC Disk Files, Ct>mmodore 64
Architecture,
February 1983: How The Pros Write Ctim-
puter Games, 12 Joysticks Compared, Slalom
(a game in VD for multiple computers),
Super Shell Sort For PET, Atari SuperFont
Plus, Creating Graphics On The VIC, Joy-
*^ticks And Sprites On The 64. Bi- Direct icnial
VIC Scrolling, Commodore 64 \''ideo: A
Guided Tour, The Atari Ouncher, Easy
Apple Editing, VIC Custom Characters For
Games,
March 1983: An Introduction To Data
Storage (multiple computers). Mass
Memory Now And In The Future,
Games: Closeout, Boggier, Fighter
Aces, Letter And Number Play (all for
multiple computers), VIC Music, Direct
Atari Disk Access, TRS-80 Color Com-
puter Data Base, Apple Subroutine
Capture, PET Quickplot, Tl Graphics
Made Easy, VIC and Atari Memory
Management.
April 1983: Selecting The Right Word
Processor (multiple computers), VIC
and Atari Word Processor Programs,
Typing Teacher, TI Matchem, Retire-
ment Planner (multiple computers). Air
Defense (multiple computers), Dr.
Video (Commodore), Video 80 (Software
for 80 Columns on the Atari), Color
Computer Tester, Timex/Sinclair Sound,
Estimating TI Memory, Magic Commo-
dore BASIC.
Home and Educational COMPUTING!
(Fall 1981 and Summer 1981 - ctniiit as one
hack issue); Exploring The Rain how-
Machine, VIC As Super Calculator, Custom
Characters, Alternate Screens, Automatic
Line Numbers, Using The Joystick (Spacewar
Game), Fast Tape Locater, Window. VIC
Memory Map.
Back issues arc $3 each oi six for $15.
Price includes freight in the US. Outside
the l\S add SI per rna^a/ine ordered for
suiface |)ostai;r. SI ]>cr niagazine foiair
mail posiage. All back issues subject to
availabilit) .
In the Continental US call
TOLL FREE 800^334-0868
(In NC Call 919-275-9809)
Or write to COMPUTl! Back Issues, P.O-
Box 5406, Greensboro, NC 27403 USA.
Prepayment required in US funds,
MasterCard, Visa and American Express
accepted. North Carolina Residents add 4%
sales tax.
Home Energy Applications
On Your Personal Computer
Author: David E, Pitts
Price: SI 4,95
On Sale: Now
Are you caught in the crunch of spiraflng
utility biils? Areyou shivenng from the icy
touch of winter drafts, or sweating while
expensive air-conditioned breezes seep out
of your home into the summer heat? ^h m^ .
Maybe your home appliances are IjiJi^i^^ #%• ^^^^a^X A
burning more energy than they should. ICi^^l^^ ^^T ^^^jl^T^^l^y^
Perhaps your home would be warmer with ^i^#i | %^^| | %^^
some more insulation and weatherproofing.
Or maybe a new air conditioner or a celling
fan could take the edge off those humid
summer nights. Introductirtn
But can you justify the expense of v«uvuuii
such improvements? Will the insulation, for "
example, pay for itself after one winter, or EncroV Dat#i Rac^
will it take three? ^^ ^^ Odse ^ ^
Now, with the aid of your personal
computer, you can find out. A new book EnCfOV Worlrhi>nlr
from COMPUTES Publications, fVome ^^ tvii^wwuk ^
Energy Apphcations On Your Personal
Computer, can help you determine if those Efier^ PlOt
expensive home improvements you Ve --..., ^^
been thinking of will send a chill down
your spine or leave you with a warm feeling ElectflC Usa^e Estimator
Inside. 91
Home Energy Applications On Your
Personal Computer, written by David E. Home HeatiriQ And rnrkfin#v A ..^:a
Pittsjets you track and analyze your utility , "^"'"S ARQ COOlmg Audit . , . , ^
costs so you'U know exactly where your
energy dollars are going. But beyond that. Heat CoilduCtion
It suggests various ways of cutting those J51
costs by making common home improve-
ments and shows you how those Improve- Buying A NCW Air Conditioner ^^m.
ments can help pay for themselves. Home wiiici ^ _ -j^g
Energy Applications is packed with pro-
grams ready to type into your personal WindOW Hcdt LOSS / Gain 4 o^
computer, whether you have an Apple, • 183
Atari, Commodore 64, VfO20, PET/CBM, %Ar ^ **■_ *
Radio Shack TRS-80 Color Computer, Texas VVinaOW Shading AnalvsJS aaa
Instruments TI-99/4A or OSI. ' 209
Onceyou give information on your f^*i* pa*
geographical area (anywhere In the main- tClling Fan Analysis aa-t
land United States), your current expenses, ' ' * • • • -*^ /
and details about your house itseft this
book and your personal computer will Appendix ^j.^
provide an in-depth, specific, objective • ■ • "41
report on what you can do to evaluate
ways to reduce your energy costs. It's the
perfect application for the speed and power of a personal
computer.
Home Energy Applications On Your Personal Computer Is
carefully written and edited to be easy to read and use. because
it comes to you from the publishers of COMPUTES, the leading
magazine of home, educational, and recreational computing. ]t
is quality-produced throughout. Including metal spiral binding
so that its 250 pages He flat while you're typing \n programs.
Available at computer dealers and bookstores nationwide. To order directly call TOLL FREE 800-334-0868. In North Carolina
call 919-275-9809. Or send check or money order to COMPUTE! Books, P-0. Box 5406, Greensboro, NC 27403.
Add $2 shipping and handling. Outside the U.S. add S5 for air mail %2 for surface mail. All ordefs prepaid, U.S. funds onfy
264 COMPUni July1983
NEWS^PRODUCTS
Game Cartridges
For Tl, VIC And Atari
Romox has adapted some of its
Atari games into cartridges for
the TI-99/4A and VIC-20 com-
puters. The games include Ant
Eater, Princess and the Frog, and
T\/pw. In addition, the company
has released a new space adven-
ture game for the Atari - Attack
at EP-CYG-4.
The cartridges for the TI do
not make use of the Texas hi-
struments GROM, so they are
limited to 8K of memory. The
VIC cartridges can make use of
up to 32K. The suggested price
for each game is $44.95.
^Ant Eater is a two-player
survival game. The players con-
trol the ants, which must risk
battle with the anteater to gather
food and return it to their
colony.
• Typo is an educational
spelling and typing drill com-
bined with a space maze. The
drill consists of random letters,
words and phrases, or the user
can enter and be tested on his or
her own list.
• In The Princess and the Frog,
a two-player game, the object is
to cross a field of jousting
knights, navigate the castle
moat, kiss the princess, and be
transformed from frog to prince
- all within the space of 60
seconds.
• Attack at EP-CYG-4 puts
you in command of a flying
saucer assigned to attack the
cities on the planet below. The
planet has 20 areas to navigate
and three levels of difficulty.
Romox, Inc.
501 Vandell miy
Campbell, CA 95008
(408)374-7200
Graphic Design
Aids For Tl
TENEX Computer Marketing
Systems has designed two forms
to assist the TI-99/4A program-
mer in graphic design.
The Screen Graphic design
sheet is divided into 24 rows of
32 columns, allowing simple
layout of text and characters.
Another scale divides the sheet
into 192 rows of 256 characters,
assisting with the definition of
sprite coordinates.
The Character Definition
form displays a four-character
by four-character matrix that can
be used to design anything up to
the largest sprite. The form also
contains a pixel to hex code
conversion chart, and space for
program statements.
The forms are available in
40-sheet pads for $1 .95 each. ,
Screen graphic design sheet for the TL
^..^...^
H
ir
i
s
f— '
T,
-.
^
f'rffiflfiiili
'
- . , . . .\ V . '. , . _ V . .
Character definition graphics form for
the Tl.
mi
ilii
H 1
mm
f-n
m
m
u:-fj
1 i
iifi
m
:! : :
TENEX Computer Marketing Systems,
Inc.
P.O. Box 6578
South Bend, IN 46660
(219)277-7726
ATTENTION
VIC-20 " AND TI99 '- OWNERS
p WHAT IS [T WORTH TO YOU? — |
I How much is it worth to protect yout home
[and hard earned possesions?
- FOR JUST SI 6.95 —
(Less than most games cartridges)
We will send you a complete instruction
package, that wtfl enable you to turn your
computer into a home security system
Instruction package includes:
• Complete source program
• Complete parts list
• Simple and easy to follow
^ instructions
J. C. Precision
The Computer Specialists"
P.O. Box 643
Vandalia, Ohio 45377
Ch&ck or money order only
Your Source for
Computer
Cassettes
DUPLICATED
and BLANKS
Large and
Small
Quantities
SEND FOR FREE PRICE LIST!
925 North 3rd Slreel. Phitadelphia. Pa 19123
(215) 627-2277 /(2t2) 966-3185
Washington. DC area (301) 340-6280
July 1983 COMPUTE! 255
HUNDREDS OF PROGRAMS
AVAILABLE FOR THE ^
COMMODORE 64 & VIC 20
Avalon-Hill • HES • CommcKtore • Creative
Software • Epyx • Spinnaker • Nufekop • Sirius
Star Tech • UMI • Comm*Data • Vicville • Victory
and Much More
ALL PRICES UP TO 30% BELOW RETMU
OUH
RETAIL
PRICE
HEShlON
39 95
29.95
HESWritef
39 95
29.95
Quick Brown Fox {Word Proc)
65.00
47.50
Gridrunner
39 95
29.95
Choplitter
44.95
36.50
Spiders Of Mars
49,95
37.50
Hang Man/ Hang Matt)
14,K
11,25
ACCESSORIES AVAILABLf ALSO
Monitors • Printers • Expansion Boards
Cables • interfaces
CARDCO
Cardboard /6
99.95
77.95
Card ? (Printer InteHace)
79.95
62.96
DATA 3D
Video Pak (Expansion Cart..
199.95
159.95
16KMem.,«/80coL.
includes free word processor)
16K Memory Cart,
99.95
79.96
Printer interface
69,95
55.95
Many mon products also
available
tor m Apple. Atari, CP/M. iBM & Tl
Write or can tor FREE CATALOG
TO ORDER: CALL 1714-951^596
8 00AM -8:00 PM PST Mon - Sat
or send check or credit card no signature & exp date
CEKTURr MIc'rO PRODUCTS
P.O.BOX 2520
Mission Vl6|o. CA 92600
Visa' Mastercard add 3S Personal checKs allow 2
weeks to dear CA residents add sales tax Shipping
and nandlmg add S3 00 (hardware eictra) Prices
suDiect to change
Not Just Another
Summer Camp*
Learning is part of the fun.
• Coed, ages 10-16 • 2, 4, or 8 week
sessions • Convenient localions
• With or without computer skills
• Traditional camp activities
• Professional Camp Directors
A.
ATARI
COMPUTER CAMPS
© A Warner Communtcahons Company
CALL TOLL FREE 800/847-4180
For mtire infomiation and a fret.% colijr brcM:hure, write
to 40 Etol 34th Street DepL n; New >brk, N.Y. IO016
(please include age and phone numtjer)- Outside U.S.
or in New York State, calfcollect 212/889-52110. Staff
applicants slioutd apply in writing.
Action Games For
Apple And Atari
Penguin Software produced two
new games for the Apple and
has converted another program
for use on the Atari. Each game
sells for $19.95.
Thundcrbombs finds you in
the midst of a swarm of alien
dronebombs. Wipe out one wave
of attackers and you're greeted
with a new group of ships with
different tricks. Requires 48K
Apple with disk drive.
In Crime Wave, you represent
the forces of law and order trying
to stop a wave of bank robberies.
Make your arrests before the
robbers accumulate enough cash
to buy a Robot Rammer, the
latest in anti-peace officer tech-
nology. Requires 48K Apple
with disk drive.
Spy's Demise is an arcade-
type game in which you solve a
puzzle by gathering dossiers,
tapes, and microfilms, while
eluding the embassy guards.
Requires 32K Atari for disk
version, or 24K Atari for tape
version.
Penguin Software
830 4th Avenue
Geneva, IL 60134
(312)232-1894
No-Stick
Joystick
Suncom has introduced a
joystick-type game controller
that has no stick. The JoySensor
is designed to simulate joystick
movement through two activa-
tion panels.
When lightly touched by
the player, sensors in the panels
cause the designated movements
on the screen. One sensor panel
controls direction, the other con-
trols firing. The firing panel
accommodates right- or left-
handed players and includes
rapid fire.
Joy^Sensor^ which sells for
$34.95, is compatible with the
TI-99/4A, Atari, and Commodore
computers.
In addition, Suncom has
introduced two new joysticks.
The Starfighter for the Apple
uses thick- film resistive printing
technology rather than the con-
ventional potentiometers with a
mechanical Hnkage. As a result,
the "feel" of the Starfighter is
described as smooth and pleas-
ant. The joystick includes a
throw adjuster that may be
varied from 20 degrees to 40
degrees, fire buttons for right-
and left-handed players, and
dual axis centering trimmers. It
sells for $49.95.
Suncom 's Tac-2 joystick is
made to accommodate the larger
hand size and increased strength
of adult game players. It includes
a large, arcade-style ball top
handle, a larger base, a longer
cord, and a cone-shaped throw
limiter. It includes right- and
left-handed fire buttons, and, at
$19.95, is compatible with Atari,
Commodore, and Texas Instru-
ments computers.
All three products include a
two-year factory warranty.
Suncom, Inc.
605 £. Anthony Trail
Northbrook, 1160062
(312)291-9780
The Suncom JoySensor joystick
simulator.
256 COMPUTE! July 1983
Products for Commodore, Atari, Apple, and others!
i<^
4
THE MONKEY WRENCH II
A PROGRAMMERS AID FOR ATARI 8Q0
NEW AND IMPROVED - 18 COMMANDS
PLUGS INTO RtGHT CARTRIDGE SLOT
. -qi.'>fihiK-\ ^>JKV^v!CmfTl
^
THE
MONKEY WRENCH
tl ^
$59.95
If you are a pefson who fikesto monkey around with
the ATARI 800, then THE MONKEY WRENCH II Is
for you!! Make your programming tasks easier, less
time-consuming and more fun. Why spend extra
hours working on a BASIC program wlien the
MONKEY WRENCH can do It for you In seconds.
It can also make backup copies ot boot type
cassette programs. Plugs Into the right slot and
works with ATARI BASIC cartridge.
Ttie MONKEY WREWCH provides 18 direct mode
commands. They are: AUTO LINE NUMBERING - Pro-
vides new line numbers when entering BASIC program
lines. RENUMBER - Renumbers BASIC'S line numbers
including internal references. DELETE LINE NUMBERS
— Removes a range BASIC line numbers.
VARIABLES - Display all BASIC variables and their current value. Scrolling - Use the
START & SELECT keys to display BASIC lines automatically. Scroll up or down BASIC pro-
gram. Fl ND STRING - Find every occurrence of a stri ng , XCHANGE STRING - Rnd every
occurrence of a string and replace it wttti anoltier stnng. MOVE LINES — Move lines from
one part of program to another part of program. COF^ LINES — Copy lines from one part
of program to another part of program. FORMATTED LIST - Print BASIC program in
special line format and automatic page numbering, DISK DIRECTORY — Display Disk
Directory, CHANGE MARGINS - Provides the capability to easily change the screen
margins. MEMORY TEST ~ Provides the capability to test RAM memory. CURSOR
EXCHANGE - Allows usage of the cursor keys without holding down the CTRL key.
UPPER CASE LOCK ~ Keeps the computer in the upper case character set. HEX CON-
VERSION - Converts a hexadecimal number to a decimal number DECIMAL CONVER-
SION — Converts a decimal number to a hexadecimal number MONITOR — Enter the
machine language monitor.
In addition to the BASIC commands, the Monkey Wrench also contains a machine
language monitor with 16 commands used to interact with the powerful features of the
6502 microprocessor
^^
^H
VIC RABBIT CARTRIDGE
AND CBM 64 RABBIT CARTRIDGE
"High-Speed
Cassette
Load and Save!"
$39.95
(includes Caflridge
and Manual)
Expansion Connector
on the VIC Cartridge
' 'Don't waste your Life away waiting to LOAD and SAVE
programs on Cassete Deck."
Load or Save 8K in approximately 30 seconds! Try
it — your Un-Rabbitized VIC takes almost 3 minutes.
It's not only Fast but VERY RELIABLE.
Almost as fast as VIC Disk Drive! Don't be foolish —
Why buy the disk when you can get the VIC Rabbit
for much, much less!
Easy to install — it just plugs in.
Expansion Connector on rear
Works with or without Expansion Memory.
Works with VIC Cassette Deck.
12 Commands provide other neat features.
Also Available for 20m , 4001 , and 8032
1
<tV^VsJCP_3ot,,200Bauct
Standard Terminal Communications Package
■PFO'lOD OOA CP<Di>02 BELL- 12 3000 lO 14 36
Doni S0t!ta (or non-standard Communications Proiocolf
Access Micro Net, Source, Byllettn Boards. Local Mam-
frame, etc
I • Compfete Package - Includes RS232 inter
/ face 8oafd arxl sottware (does not tnciude
# modem)
•^ ■ Communicales in Industry Standard ASClt
^ • Upload/Download to/from Disk
• Automatic File Translation
* Can be controHed from keytjoard or user sup-
plied basic Of machine language program
Specify SO or 4.0 ROMS or 8032 Commodore Computer
4040 or 8050 or PEDJSK II Disk or CBM64 on 1541
Price: $129.95
ATARI AND PET
EPROM PflOGRAMMEB
Programs 2716 and 2532 — ^^-^•''"^
EPROMs. Includes hardware
and software. PET = $75.00-
ATARl (includes sophisticated .
machifve bnguage monitor) = '
$119.95 j|
Prownter Printer - Exceltent dot matnx prmt Paraifel = S489 00
Serial = 5600 00 IEEE - 1589 00
PET BASIC SCROLL PROGRAM
Scroll thru Basic Programs using cursor
up/down keys. Specify computer S6.00 on
cassette, $9,00 on diskette.
65CD2 MAE
Same as our MAE but enhanced for the new
65C02 Opcodes. Turns your computer into a
development system for the new ROCKWELL
65C02 Microprocessor $200.00 — Specify
Computer.
6800 CROSS ASSEMBLER
A Cross Assembler based on the MAE that
runs on the PET, Apple, or Atari but assembles
opcodes for the Motorola 6800 microproces-
sor. Turns your computer into a development
system for the Motorola 6800 Microprocessor
$200.00 — Specify Computer
ATARI and VIC Cartridges
EHS can supply large quantities of ATARI and
VIC Cartridges for software developers. If you
need cartridges, call for pricing.
TRAP 65
TRAP 65 is a hardware device that
plups into your 6502"s socket Prevents
execution of unimplemented opcodes
arvd provides capabifity to extend the
macJiines' msiructton set
For PET/APPLE/SVM
Reduced from $149 95 to $69 95
DC Hayes Smart Modem = S235 00 I
DC Hayes Micro Modem It = S289 00 1
Rana Disk Drive - 375
4 Drive Controller ' 114
More than just an Assembler/Editort
Now for the "64" \
It's a
Professionally
Designed
Software
Development
System
A
MAE
for
PET
APPLE
ATARI
New
Price
$99.95
Blast off with the software used on the space
shuttle project!
• [>esi>gn»d 10 improo ProQrjmmer Produciiv^iy
» SumilAr syntax and comm»n«Js — No need lo ™taarn
PAcuhar syntaxes and commands v^hen you go
from PET to APPLE 10 ATAW
• Coresident Assembi^r/Editor — No need to I0*d
the Edilor ition iti© Assambtei' then the Editor, etc
• Also inctudes Vitord Processor. Rekxating Loader,
an<) much mofe
• Options: EPROM Programnef. unimiplenniented
opcode Circuitry
• STI LL NOT CON VI NC ED Send lof two spec sheet t
5% INCH SOFT
SECTORED DISKEHES
Highest qualrty. We use them on
our PETs, APPLES, ATARls, and ottver
computers. $22.50/10 or $44.50/20
EPROMS 2716 = S4.50 2532 = $750
Orer 40 Commodore Programs by Baiter (on 4040) = $25.00
3239 Linda Dr.
Winston-Salem. N.C. 27106
(919)924-2889 (919)748-8446
Send for free catalog!
liMoitVfConJ j
High-Speed Disk
System For 64
cgrs Microtech has developed a
high-speed floppy disk system
for the Commodore 64. The
PEDISK II is available in single
or dual drive versions and can
accommodate 3-inch, 5 Vi-inch,
or 8-inch disk drives.
The system includes a con-
troller circuit assembly, cable,
and standard disk drives. It fea-
tures IBM-CP/M compatibility
and the ability to transfer data to
computer memory at 250,000
bits per second.
Each PEDISK is supplied
v^ith the PDOS operating sys-
tem, which includes a full set of
utilities and BASIC commands.
The C540-1, a single drive 5^4-
inch system, retails for $595.
cgrs Micwicch
P.O. Box 102
Langhoruc, PA 19047
(215)757-0284
Apple Word
Processor
Write Aiva\/, a word processor
for the Apple lie, can be used for
home or office work and makes
use of the features of any printer.
A mailmerge/form letter feature
and data base utilities are in-
cluded with the program.
The program, which sells
for $175, is compatible with most
popular 80-column cards.
Midwest Software Associates
P.O. Box 301
St. Louis, MO 63074
(800)835-2264 ext. 467
TI-99/4A Directory
A wealth of information on and
about the TI-99/4A computer is
provided in Micronova's Hotue
Computer Directory for the 99 14 A.
The 52-page directory in-
cludes information on new TI
equipment, TI hotlines and con-
tacts, clubs and user groups,
third-party software listings,
technical information, and on-
line data bases.
The directory is available for
$4.95.
Microuova
P,0. Box 1058
Northamptofh MA 01061
Timex/Sinclair
Selections
D. Lipinski Software has intro-
duced a group of programs for
the 16K Timex/Sinclair com-
puters. All programs are self-
expanding to fit any memory
configuration and are available
on cassette for $10.
• Tutor is a quiz-making
program that enables you to
tailor tests for each student.
• List is a data entry and
retrieval program for up to four
categories of information.
GENERIC
MINI-FLOPPY DISKS
WRITE/PROTECT NOTCH
SLEEVES
HUB RINGS
SOFT SECTORED
FULLY CERTIFIED 100% DEFECT FREE
DISKETTES (1 Box Min.)
10-29 (Diskettes) . . 17.49/box
30-99 (Diskettes) . 15.99/box
100 + (Diskettes 14.99/box
Add $2.00 shipping
MC/V ISA/CO, D.
Ask AtKJUt Bulk Prices
DEALER INQUIRIES INVITED
COMPUTER CREATIONS,
P.O. Box 292467
Dayton, Ohio 45429
(Can Collect)
(513) 335-4260 or
(513)294-2002
Inc.
COMi
• > •
64s
• HARDWARE •
FULL UNE OF COMMODORE COMPUTERS
AND ACCESSORIES AVAILABLE.
Special program, delivery (UPS, UPS AlRj, and extended one
year warranty tree with computer purchase.
TEN KEY PAD
$69.95
0 thru 9 keys, plus ?, /, '. +, - ., and ENTER keys. Easy installation.
No software required Works witt; any program. Also works on the VIC-20
Case design subject to change.
AUDIO/VIDEO CABLE $9.95
Hook your monitor & stereo up to your 64 Instructions included on
how to run external sound into the sound chip for processing.
• SOFTWARE •
ADD $2.00 FOR DISK VERSIONS
SPRITE SHAPER" $24.95
See the multi-color Sprite take form as you design it.
Easy to use program forms the Data and Poke for you.
SOUND SHAPER" $14,95
Try different settings of ADSR, waveforms, and filters for each
of the three voices by simply pressing function keys.
QUALITY COMPUTER
801 S. VICTORIA SUITE 1 05
VENTURA, CA 93003
(805) 656-1330
MASTERCARD • VISA
Send 25C for our VIC or 64 Catalog • Dealer Inquiries Invited
ABOVE SOFTWARE AISO AVAILAflLE FOR THE COMMODORE C128/40
258 COMPUTi! July 1983
INTEC
RAM BOARDS
Lifetime Warranty
ATARI
32K 400/800 59.95
48K 400 .... 84.95
64K 400 .... 99.95
PRINTERS
EPSON FX80 . 529.95
NEC 8023 . . . 439.95
Prowriter8510 369.95
INTERFACES
Microbits MPP noo Atari 79.95
Grappler + /l/7jO/e ... 129.95
Ordering Information:
We accept Wl/C, VISA, Money Orders, and
Cashier Checks. Sorry No C.O.Dis.
SHIPPING: Add 3% UPS ($3.00 Minimum).
APO/FPO 5% (S5.00 Minimum), Credit
Cards add 3%. California Residents add
6% Sales Tax.
MICRO
MERCHANT
290 N. 10th Street
P,0. Box 1516
Colton, Ca 92324
ORDER LINE
714-824-5555
Get Omni quality
for as little as $L99...
even if all you want is a
10 pack
ARCHIVE
152 Boston Turnpike
Shrewsbury, VIA 01545
(800) 343^0314;
in Mass:
(617) 756-2960
Call toll-free for great savings on Omni's complete
line of 5VV' and 8" premium disks. Each is
certified error-free at a minimum of twice the
error threshold of your system. Each is rated for
more than 12 million passes without disk-related
errors or significant wear. And each is precision
fabricated to exceed all ANSI specifications with
such standard features as reinforced hub rings and
Tyvec sleeves. Get next day shipment
and an unconditional, no hassle
money-back guarantee.
Call toll free
(800) 343^0314
In Mass: (617) 756-2960
Call it you're not sure which disk is compatible with youT^
system. Call for prices on % tpi and special formats. We offer an
unconditional money-back warranty. WcVo here to help.
Be sure to indicate system/drive name and model # below.
ow,
mplete line
"and 51/4"
ks, including
TPI and
ial format
51/4" disks
Cost per
10 pack Quantity
$19.90
$23.90
Single side/ single density
Single side/doubie density
DtiuMe sideAinglc density
Diiuhle i>idc ''double density
Flip/Floppy rcversibk*
Plastic library case
tin Itcu of soft St 1.1 rage box)
Shipping and handling
t52.LV fir*t 10 pa^k. 4t\' addirional 10 packs. Comincm.il U.S. only.)
5% sales tax (Ma^s only)
n Check DCOD D Master Card DviSA
$37.50
$39.90
$ 2.99
8" disks
Cost per
10 pack Quantity
$24.90
$31.90
$34.90
$37.50 .
$39.90 ^___„
$ 3.49
Total
Cost
Total
Card # .
_Exp._
Name _
Svsicm- drive model # _
Tel ^^^_^__
Address .
C-7
July 1983 COMPUTE! 259
EXPOTEK
2723 W. Windrose • Suite 3
Phoenix, Arizona 85029
1-800-528-8960
GUARANTEED
LOW PRICES
APPLE CARDS
16KRAM — $78 Z80 CARD — $235
Videx Card — S227 Viewmax-80 — S175
Micro Soft Prem. PK — $4 75
ALTOS
5-15D— $2120 5-5D — $3985
580-10 -S4695 586-10 -$5698
580-14 -$9395 8600-1 2 - $8950
CITOH
FIG 40CP5- $1170 FIO 55CPS — $1580
1550P — S659 i550CD— $709
8510P— $399 8510eCD — $499
DATASOUTH
DS120 — $595 DS180"$1175
DIABLO
630RO— $1749 620 - SS95
APPLE-LOOK-A-LIKE
Call
HAZELTINE
1500— $995 ESPRIT— $498
MICRO SCI A2
S265 — Apple Drive/Card — $375
MODEMS
HAYES — MICROtVlODEM — $263
HAYES — SMARTMODEM — $199
HAYES — 1200 Baud — $530
MONITORS
Amdek 300 — $135 Color t — $295
Amdek Color II — $625 Amber — $149
BMC Green— $S5 USI Amber — $149
NORTH STAR
Advantage — S2250 280A — $1950
5m Byte— $3350 15m Byte - S4499
NEC
8023— $425 7710— $2045
3510— $1375 3550 — S1834
OKIOATA
M92A — S480 M93A — $830
M82A — $385 w/Tractor & Grap. — $465
M84P-$965 M84S-SCALL
Pacemark 2350P-- S1999
TELEVIDEO
802 — $2599 S02H — $4450
806 — $4950 800A— $1250
803 — S1890 1603 — $2695
TELEVIDEO
910— $569 925 — $718
970— $1040 950 — $899
Tl
810 — $1240 820 — $1795
ZENITH
Z19-S670 Z89 — $2129
SOFTWARE
All Major Brands ■ 25% off list - $ CALL
DISKETTES/ BOXES
Elephant — $19 Scotch - $25 Dysan — $35
All Prices Subject To Change
Customer Service
602-863-0759
• Check is a checkbook pro-
gram for 200-400 transactions. It
includes several print options
and allows correction of entry
errors.
• Inex is an income and
expense sheet that can keep
track of more than 99 separate
accounts.
• Stock keeps track of your
stock portfoHo and allows com-
plete listings to screen or printer.
• Inven is an inventory ac-
counting program for quantity
purchased, sold, balance on
hand, cost, replacement costs,
and accrued values.
D. Lipinski Software
2737 Susquehanna Road
Roshpi. PA 19001
PET/64 Programs
Midwest Software has released
five new programs for the Com-
modore PET and 64 computers.
• Script Ease is a 40-column
word processing program de-
CASSETTES ! ! !
FOR YOUR COMPUTER
• Computer Grade • Wide Dynamic Range
• 100% Error Free • 5 Screw Housing
• Fully Guaranteed • Carefully Packed
A/I Prices Include Shipping
* Phone Orders Add $7.50 C. 0. D. Fee *
COMPUTER TAPE PRICES
Length 12 LOT 24 LOT TOO LOT
C-5 .52/6.24 .38/9.12 .35/35.00
C-10 .55/6.60 .40/9.60 .35/35.00
C-20 .60/7.20 .45/10.80 .40/40.00
BASF DPS Tapes Add .05 Cents Per Tape
— Custom L engths A vaitabfe —
, . . Write For Volume Prices. . .
— Noreico Cassette Cases and Labels —
[with Cassette Orders Oniy]
1 2-249 Cases/ .20 Ea. 250- . 1 3 Ea.
12 Labels for .20 1 20 for 1 .70
1 000 Pinfeed Labels 1 4.50
SEND MONEY ORDERS OR CHECKS TO:
CASS-A-TAPES
Box8123-C
Kansas City, Mo. 641 12
816-444-4651
signed to be useful for both chil-
dren and more sophisticated
users. Requires 32K PET/CBM;
$39.50.
• Datalog is a data base that
allows you to create up to 1000
200-character records on a 4040
disk. Datalog interfaces with most
word processors to print form
letters or labels. Requires 32K
PET/CBM; $39.50.
• Date Due manages overdue
items in libraries, printing a
variety of reports. Requires 16K
PET or 64, and disk drive;
$39,50.
• Ledger is a financial pack-
age for personal or school ac-
counts. It handles up to 300
transactions in any number of
accounts. Requires 16K PET or
64 and disk drive; $29,50.
• Multiple Choice creates up
to 150 question-and-answer sets
per disk file. Any number of
questions can be selected from
the bank and randomized if de-
sired. Tests can be taken on
screen or printed on paper. Re-
quires 16K PET or 64. Supplied
only on disk, but can be saved
and used on tape; $29.50.
Midwest Software
Box 214
Fanuiugton, MI 48024
(313)477-0897
Joystick For Atari
And VIC
AMIGA has introduced a preci-
sion joystick for use with Atari
and VIC-20 computers. The
Power-Stick, which has a short,
1 '/2-inch handle for faster, more
direct control, offers eight-way
response.
The joystick is molded from
high-impact plastic, and includes
fire buttons on both sides of
the controller. It comes with a
carrying case and an extra-long
cord. Power-Stick sells for $9,95
each.
AMIGA Corporation
3350 Scott Boulevard
Santa Clara. CA 95051
(408)748-0222
YOU'RE GONNA LOVE THESE
ROCK BOTTOM PRICES!
JOURNEY TO THE PLANETS
29.95
21.95
AHDEK COLOR I PlXrs KWITOR
319.00
ACTICW
W.QO
u.9a
JUKPHAN
19.95
27.95
APPLE EM3JLAT0R
CBHM
79.50
DEADLY DUCK
CART/vic3a
34.00
AQVAHCID HJSIC SVSTV*
3*.*>
31.95
KID€ AMD THE ATARI-BOOK
19.95
11.9*
CARDBOARD (6 CART * RESET}
VIC-20
70.00
DEADLY S£IES
CART/vicja
27.50
AX
*4.9S
34.49
EIKDEROOHP
29.95
21.95
Tta CAJ)D7 (FOR FARA11.EL PRTR)
CBMM4VIC-
'20
58,00
0D1OK ATTACK
CART/VIC30
27.50
w<7i-suB PAtnoL
n.'^i
31.95
E-RAZY SHOOTOUT- WDM
49.95
14.49
CARDETTE (CASSETTE IKTFCE)
CEHMtVIC-
3D
32.00
DRELBS
CASSiDlSK/M
24.00
AFPLX CID£R SPIDER
39. 9S
37.95
EJHG ARTHUR'S HEIR
39.95
21.95
CAHDAPTER/1 ATARI 2600 K^fCE
VIC-30
50.00
FACEHAXER
DISK/ CM
24.00
JtHCAISX HACHIKE
S».<>5
4 1.49
LECIOMHAIRE
35.00
25.00
CAROHRITXn/l LIGHT PEN W/CASE
CBMfrUVlC-
20
16.50
FAST EDDY
CART/VIC30
27.50
ASHOS ASSAULT
1*.95
27.95
LETTER PERFECT (40/90)
1 49 . 95
109.95
COi«ODORE 64 HCMK COMPtTTER
CB»**4
369,50
FINAL ORBIT
CART/C64
24.00
ATARJ BCXJKtrEPtli KIT
J45.95
179.95
LETTER PERFECT IfTILlTT
39.95
21.95
COMHODORKXILOR PLOTTER
CBM64iVIC-
'2Q
179.50
FT. APOCALYPSE
CASSiOISK/64
24.00
ATAJlI MACRO IUS5EH/TEKT ID
B9.95
64.49
LUNAR LEEPER
29.95
21.95
COMMODORE 1510 DATASETTt
CBMfcliVlC-
20
61.00
FROGGER
DISK/ CM
24.00
ATAW KicRDsonr basic ii
69.95
b4.49
HASTER XDIORY MAP
«.95
4.95
COtWODORZ 1541 DISK DRIVT
CBM6*tVIC-
20
139.50
FRUIT FLY
CASS/V1C2D
9.00
ATARI MUSIC ODKKiSMt-KJM
J»,9i
29. 9S
MASTER TYPE
39. M
37.95
COHMOOORl 1525 PRINTER
CBHM4VIC-
20
129-5D
FUEL PIRATES
CASS/VIC20
11.00
ATARI PILOT EXrCATIOH-RCW
Ti«J.9S
94 -9S
HATING EOHE
29.9S
21,95
COMMOOORE 1600 HOOEN
CBHM4VIC-
20
95,50
GALACTIC BLITZ
CASS/VIC20
17.25
ATARI PltOG.»A*OUtR KIT
M.9S
45.95
MATCH BOIES
29.95
21.95
COMMODORE COLOR MONITOR
CBM444VIC-
20
369. 5D
GALACTIC CROSSFIRE CASS/VIC20
10.25
ATARI SfSBD FtKADIHG
74. 9S
54.95
MAURAUDER
3*. as
34.49
OOMMCkCBRE 1650 AUTODIAL MODEM
1 CBnfr4tVIC-
20
169.50
GOLD FEVER
CAKT/V1C30
27.50
ATARI «CM USIR MOTES
iS.'JS
31.95
MAX/65 tWITH OS/A+J
ao.oo
54.95
MICRO EXPANSION CHASSIS
CKHM
15,75
GOLD MINE
D1SK/V1C20
27.50
ATARX TOWB TTPIMG
24.95
17. 9S
MIOCETf IS GREAT CXmjOORS
49.95
35.95
VIDEO PAK BD (BO COLUXNJ.
CBHG4
129.00
GRIDRUNNER
CART/M/V1C20
37.50
ATARI HRITER
79.95
56. 9S
MINER 2049'ER-E%M
49.95
34.49
VIDEO PAK aO Vltti CP/M
CBM«4
319,00
HAltGKAN
eKCASS/VIC30
6.35
BAMIITS
J4.95
24.95
MISSILE (30#giAND-HDM
34.95
26.49
ATARI BCO 4BK $4B9-X100 REBATE'
-189.00
HARRIER
CASS/VIC20
24.00
HAXK SlKUt MMTUt
69. 9S
49. 9i
hONSTZR SMASH
29. 9S
21.95
ATARI TJDD 64K t519-«100 RIBATE'
-419.00
HESHQH HDNITOR
c:aht/&44vic20
27.50
£ASIC CQWIIXH
»9.95
68.95
MORL
44.95
3!. 95
ATARI NUMERIC KEYPAD
94.95
HESNRITER W/p
CART/VIC20
37.50
HATTLX n)R NOlQfAWOY
19.95
27.9J
NAUTILUS
14.95
24.49
ATARI PROCRAIWER KIT
49.95
HESWRITER 64
CART/CM
11.00
BATTI^ or SMIUDH
19.95
27.95
NECROMANCER
14.95
24.49
4 TO RECORDER
72,95
HEY DIDDLJ! DIDDLE DISK/CM
21.00
BIUSTOAO
M.95
11.95
THE NICHTKARE
29.95
21.95
910 OISE DRIVE
424.95
IN SCAROi or THE MOST
J9.95
27. 9S
OPXRATIOM miRLHINQ
14.95
24.49
950 IMTERFACI JCDULE
169,95
AMAZING THlHC DISK/CM
27.50
BODE or ATARI SOfTlfARK'a}
19. 9S
14.95
OS-A+ 4 EASIC A+
SQ.OO
54.95
C. :TG*I PBOWRITEH 1
194.95
JUMP MAM
DISK/CM
37.50
fliJC/65
14. *S
i4.49
PAIHT
19.95
29.95
C. ITOH PROWIUTER 11
649.95
tIJlOEBOOiCP
DISK/CM
31.00
C/65
ao.oo
54.95
29.95
21.95
c. :to« starwriter
1125.00
MARTI A« RAIDER
DISK/VIC20
11.75
CAP'M COSID
14. 9i
ia.95
P.M. ANIMATOR
14.95
24.49
CASSETTE 'N CARTRIDGE FILE
21.95
METEOR
BKCA5S/VIC30
7.50
CASTLi HDumsniK
29,95
21.95
POEXR'S.A.H.
i4.95
17.95
ELEPHANT SS/SD DISK
10/16.95
MONSTER MAZE
CAHT/YIC20
27.50
cmriPESE-ROH
44. 9S
11.95
PREI-PIE 11
14,95
24.49
ELEPHAKT SS/DD DISK
10/19.95
MULTISOUHD SYNTf-
1. DISK/VIC20
13.75
aiOPLIFTER - RDK
44.95
11.95
PYRAMID PUEZI.ER
44.95
11.95
ELEPHAin- OS/00 DISK
10/35.95
KUHBERCKASER
16KCAS5/VIC20
17.25
49 . 4S
34.49
OIE
44.95
11.95
EPSON rx-eo w/tractor
LCMI 1
NUKBER CaUNCH
CART/VICiO
37.50
OOCO II
)4 . 9S
27.95
RASTER filASTSft
29.95
21.95
EPSON MX- 100 F/T
LOHII
NUMBER GULPER
SK CASS/VIC20
17.25
COWJH PRINT
19,99
27,95
HEADING ITLICaT
44,95
11.95
FLIP-N-FILE
21.95
PHAMOH'S CURSE
24,00
CO*MUHICATOR KIT
279. 9S
214.95
BOUND ABOOT
29.95
21.95
cem:ni-io prjhtep
Lown
PREDATOR
CART/VIC 20
37.50
COHVIRSATIONAL tRXHCH
59,95
42.95
SAMMY LICHTFOOT
14.95
24.49
CEMIHl-15 PRINTER
LDHi r
CART/VICiO
30.25
CO*fVZH£ATIOllAL SPANISH
59,95
42.95
SAMKlf THE SEA SERPENT
23.95
16.95
IN KCKE 400 KEYBOARD
94.95
QUICK &ROWN POX
W/P CART/VIC20/64 44-75
tax COSMIC SALAKCt
J9.95
27.95
SEA DRAGON
14.95
24.49
IHTCC 33E RAM
69.95
RAID ON ISRAH
CASS/VIC20
13.75
CROSSriRI-POH
44. 9S
29.95
SEA TOX
29.95
21.95
INTEC 40K RAM
119.95
REAGANQMICS
CART/VIC20
27.50
CYTROW HASTE PS
39. 9S
27.95
747 LAHDINa SIMULATOR
22.95
16.95
MOSAIC 64K RAM SELECT
149.95
REPTOM
DISK/CM
27.50
DA ruzz
44.95
11.95
SHADOW WORU)
34.95
24.49
HAYES SHARTMODEM 300 BO
194.95
RESCUE AT RTGEL
16XCASS/VIC30
31.00
DATA PERFECT
99.95
74.95
SHAMUS-AOH
44.95
11.95
}LfcYES SMARTMOOEM 1200 BD
499. 9S
RETRO BALL
CART/CM
Z7.50
DATA! IKK
19.95
27.95
SWEATERS
29.95
21.95
NEC B023 PRINTER
459.95
RICOCHET
HK CASS/VIC20
11.75
DAVID'S MIOHIGHT HAillC
34.<»S
34.49
SOrTHARI AOTO-IWUTM (SAM)
59,95
41.49
NEC 12" HIRES GREEN SCRN
149. 9S
ROBOT PANIC
CART/VICZO
27.50
DEADLINE
49.9^
34.49
speeh head plus
i9.95
41.49
NBC 12- ZCOtKl GREEM SCRN
79.95
SCORPION
CART/VIC3*
27.50
DEnHDER
44.95
11.95
SPEED*! AU BLAST
29.95
21.95
NOVATION J -CAT MOOEK
109.95
SHAMUS
CART/VIC20
27.50
DE RZ ATARI
19. 9S
14.49
SPELLING BEE GAMES
39.95
27.95
MOVATICWt SMART-CAT 1Q3
179.95
O1SK/VIC20
11.75
DIG DUG
44.95
31.95
SPELL in SARD
T9.95
54.95
NOVATION SMART-CAT 212
424.95
SIDEWINDER
SK CASS/VIC20
21.00
DISK MAN ACER
29.95
3U95
STARCHOSS
39.95
27.95
PERCOM SS/SD/ 1DR (flaKJ
419.95
SIMOW
CASS/VIC20
11.00
34,95
24.49
STAR MAZE
44.95
31.95
PERCOM BS/DD/IDR (176^)
519.95
6502 PROr DEV SlfS CASS/6VV1C20
21.00
24.95
17.49
STAR RAIDERS- HC3M
44.95
31.95
PEBiCCM SS/DO/2DRS ( 352EJ
859.95
SKI RUN
SKCASS/VICiO
U.bU
DIStET
49.95
34.49
STAR MARRJOF
39.95
27.95
PKRCC41 DS/DD/10R (352K)
449. 9S
SflAKE BYTE
CAFT/OM
24. OB
□ISIL5<IAN
4&.oa
28.00
STOHT MACHINE
14.95
J4.49
PlPCOH DS/DD/3DHS ( 704EJ
919.95
SNOOPER TROOPS #1 DISK/CM
27.50
DISKWII
29.95
21.95
SUPERMAN III
49.95
15.95
SIGWAUIAN KK II MODEM
79*95
SPACE ATTACK
BK CASS/VIC20
6.25
DIVISION I
44.95
31.95
SURVIVOR
14.95
24.49
USI 13- AMBER WC^ITOR
159.95
SPIDER CITY
CAKr/M/vic20
27,50
DNIEPER RIVER LIKE
30. oa
31.95
SWIFTT TACH MASTER
39.95
31.95
219.95
SPORTS SEARCH
CASS/VIC20
11.75
DODGE HACIR
14.95
34.49
SYW ASSKBUCa
49.95
14.49
WICO JOYSTICK
21.95
SCOISH'EM
CAPT/M/VIC20
34.00
eASTEm rK»n |194tj
29.95
21.95
69.95
49.95
MICO REDBALL JOYSTIClt
24.95
STARCROSS
DISK/ CM
27.50
E)1T 6502-ROM
199.95
144.95
TEL£TA1X
49.95
16.95
HI CO DELUXE JOYSTICK
39.95
SURVIVOR
cAssLDisryt&4
24.00
TWl ECUCATOR T-IT
1$4.9S
109. 9S
TELETARI
19.95
37.95
WIOO TRACKBALL
49.95
SWARMt
CASS/VICiO
21.00
rACEXAXZR
14.95
34.49
TEMPLE or APSHAl
19.95
27.95
UICO 12 FT EXTENSION CORD
6.95
SWORD OF FAisGOAL 16KCASS/VIC20
21-00
PAMTASTIC VOYAGE- RDM
14.95
2«.49
TEXT WIZARD I
99.95
6S.95
^_
SYH THE SOUND/MUSIC CART/VIC30
41.00
FILE MANAGER +
99.95
60.95
TIGERS IK THE SNOW
19.95
37.95
^Scommoaore
TELEHCARD
CASS/CM
15.75
riHANCIAL WIZARD
59. *5
19.95
TIKE KISE
29.95
21.95
TOHC
CASS/VIC30
12.35
rhua tiDRDs
14.95
24.95
TYPE ATTACK
39.95
27.95
AGGRESSOR
CART/VIC20
27.50
TURMOIL
CARTT/VICIO
27.50
FLASH t^OROOti^mi
14.95
2£.95
TtfTTI FRLTTI
34.95
tT.95
ALIEN SOCCER
CASS/VIC30
10.35
TURTLE GRAPHICS
CAHT/VICJO
27.50
FLIP OUT
29.95
21.95
VC
25.00
17.49
AWDROKEDA CDKQtrEST
CASS/0*4
T3,5D
TURTLE GRAPHICS
11 CART/CM
41.00
FIREBIRD- ROM
19.95
27.95
VISICALC
199.00
149.95
APE ESCAPE
DISK/VIC20
27.50
TYPE ATTACK
CAMT/M/V1C20
27.50
fOJtT APOCAXrYPSE
34.95
24.49
WARLOCK'S REVENGE
34.95
34.49
BLADE or ELACKPOOLE
DISK/CM
27,50
THE VEIN GAME
DISK/VIC20
24,00
FHDGGER
34.95
24.49
WAY OUT
19.95
27.95
CAVE- IN
CAJrr/viC20
27.50
VIC FORTH
CART/VIC20
41.35
CAUOCIAN
44.95
11.95
WIZARD* PRINCESS HIRES ADV
32.95
22.95
CHECKBOOK
CASS/VIC20
13.75
VIC-MEN
aKCAss/viC20
15.00
CaOST ENCOUNTEPS
39.95
31.95
WIZARD OF HOH - ROW
44.95
31.95
COMPUTER FOOTBAJX STRATEGY
cAss/ci4
li.OO
uic MUSIC COMPOSER CAiirr/vicao
30.00
SHOSTLT MASKJR
24.95
17.95
TOUR ATARI COMPUTER-BOOK
T6.95
12.95
COMPUTER STOCKS i BONDS
CASS/C&4
11.75
VICTREK
CASS/VIC30
12.35
GLOBE MASTER
39.99
21.95
ZJUUCOH
39.95
37.95
CONCENTRATION
CASS/VIC20
11.00
VIC VAHGC
CASS/VIC30
9.00
□ORF^BCM
44.95
2a. 49
ZORE I IJ OR III
39.95
27,95
CRITICAL MASS
0ISK/C64
27.50
VIDEO SEARCH
CASS/VIC20
11.75
GRAPtllC GStERATOR
24.95
!7.49
CROSSFIRE
CASS/VIC20
21.00
yORD SEARCH
CASS/VIC20
11.75
CRAPHIC MASTER
THE ItOME ACCOUKTAMT
39.95
74.95
27.95
54.95
m
DEADLINE DISK/064
Hayes' mosaic
' 64KRAM
r FIUMKIM SELECT
NEC IBM In
34,50
C2I
ZORK I II DR til
DtSK/OM
27.50
/ -- - •
H9ST¥1m^^i¥!^I
Q
9 ms
".'
Texas ri
[ OAI* F*OtMlCrk •* 1
M ^
DOOM
_/iv ^^^
igOAT;
^ATARj^ RanaSyst«
\
FOR lASTEST OELlVKkV: CASHIEK'S CHECK OR VlEA/rtASTEBCABD (HO EXTRA CHARGE FOR CARDS. INCLUDB NUMBBR* SXPIRATlOh DATB. NAHK, ADDRESS t PHOHK), PER*30NAL CHECK
ALLOW 2 WEEKS TO CLEAR. PURCHASE ORDER MUST IMCLUDE CHECK. SHIPPING b HAHDLIHGi COf^TINENTAL [J.S. 51 {%b MIN), ll.i'.S. STRKIT ADDRKSS R«QDIIUtD; APO KPO ALASKA
HAWAII ^ MONITORS b% ($10 MlNJf FOREIGN 15% (£1& MINJ. INCI.UDB PKONB NtlHBBR WITH AlA. ORDERS. ALL ITEMS ARE HEW WITH MANUFACTURER'S WARRANTY, APPLE COaNTRY,
LTD- CA^iSOT GUAKAHTEE THE flERCHANT ABILITY OF ANV PRODUCT. PRICES AW: ElJllJECT TO AVAILABILITY & CHANGE WITHOITT NOTICE- DLJE TO OUR LOW PRICES, ALL SALES ARE
FINAL, RETURNED MERCHANDISE IS SUBJECT TO A RESTOCKING FEE k MUST COME IN ORIGINAL UNDAMAGED CARTON WITH RMA WUMUER. MO SOFTWARE EXCHANGES. CALIFORNIA
RESIDENTS ADU &"* TAX. SEND $1 FOR NEW FALL CATALOG tGOOD TOWARD FIRST PURCHASE]. APPLE COUNTRY, LTD, IS A DISCOUNT HAIL ORDBR UODSE FOR THB fUCROCONPDTKR
INDUSTRY f. IS A CALIFOBWIA CORPORATION NOT AFFILIATED WITH APPLE COMPUTER INC, APPLE IS TRADEMARK OF Af'PLE COMPUTER INC. 6.1,BJ
Call us... we can help! (619) 765-0239 jui^'aa ca°iV92036
App)e Country, Ltd is a DISCOUNT MAIL ORDER HOUSE for the micro computer industry
and IS a Californra corporation not affiliated with Apple Computer Inc Apple is a trademark of Apple Comouter Inc.
Color Computer
Games
Five new games for the TRS-80
Color Computer have been
released by Radio Shack. The
programs include adventure^
arcade-style, and card games,
and all include high-resolution
graphics. Unless otherwise
noted, all games require a 16K
machine.
The games are:
• Klciiiiathii, a space adven-
ture based on the book Starship
Troopers by Robert A. Heinlein.
The players, fighting in the ''Bug
Wars" on the planet Klendathu,
drop from their starship to the
planet's surface where they must
destroy as many bugs as possible
before their special suits run out
of energy. The game is available
on cassette for $14.95.
• Canyon Climber, an action
game in which the player must
maneuver a climber through
three levels of play, setting dyna-
mite charges while avoiding
mountain goats, Indian arrows,
and falling rocks. Canyon Climber
is available in a ROM Pak for
$34.95,
• Bridge Tutor, an instruc-
tional program for beginning
and average bridge players. The
program includes 100 bridge
hands to play or analyze. Mes-
sages signal when a wrong bid is
made or a wrong card is played.
The player can choose an offen-
sive or defensive hand to play,
or the computer can play all four
hands. Bridge Tutor is available
for $34.95 for computers with a
minimum of 4K.
• Doubleback, a game in
which players use a joystick to
encircle random objects on the
screen with a moving line. Avail-
able in ROM Pak for $24.95.
• Card Games, a program
that gives the player a choice of
six games - solitaire, solo poker,
last pirate, go fish, blackjack,
and war. Card Games sells for
$19.95.
Tandif Corporation /Radio Shacfc
ISOO^Oue Tandy Center
fort Worth, TX 76102
Improving Atari's
Memory
Mosaic Electronics has intro-
duced the Mosaic 64K RAM
Select, a board for the Atari 400
and 800 computers. The 64K
RAM Select is bus compatible
for use with the Atari 16K or
Mosiac 32K RAM boards.
Atari 800 owners can use
the board to simulate Atari 1200
architecture, or the board can be
configured for bank selection.
The 64K Select, which sells for
$199, is compatible with 8K and
16K ROM cartridges. It installs
without solder, but requires a
cable kit from Mosaic.
Mosa ic Elect rou ics
P.O. Box 708
Oregon City, OR 97045
(503)655-9574
ATARI
ATARI
$32.95
$25.95
PACKMAN
FROGGER
CENTIPEDE
SHAMUS
STAR RAIDERS
SERPENTINE
GALAX IAN
MICROPAINTER
DEFENDERS
APPLE - ATARI - IBMPC
APPLE (DISK)
$28.95
$25.95
ZORK 1, II, III
AE
CYTON MASTERS
CRISIS MOUNTAIN
COSMIC BALANCE
FLIGHT SIMULATOR
STARCROSS
CHOPLIFTER
APPLE - ATARI = IBMPC
BUSINESS
$32,95
APPLE - IBM
SNOOPER TROOPER
VISATREND/PLOT
TIGERS IN THE SNOW
$233.99
TEMPLE OF APSHA1
PERSONAL INVESTOR
$104.95
HARDWARE
MISC. SOFTWARE
MICROMODEM II $265
25% OFF AU
IBM 256K $682
1 MAGIC
IBM 64K $269
ACTIVISION
MD-1 $25.50
SPECTRAVISION
15% OFF ALL HES
* OTV.
PRODUCT NAiyiE
PRICE
1
7
3
A
^
SUBTOTAL
TAX
SHIPPING
TOTAL
P.O. Box 1075
GieneJale, CA 91209
Phone (213) 247-6484
For Fas) Delivery, Bond certilied or
cashier checks, mon*y ordl«ri, or dh
rect bank wire ififiiferi Pflrionat
chDCks allow 2 to 3 weeks lo cteer
Prices reflect a c«»h diicount only
and ate subject to change. SMppinci
— Software ($2 00 Minimum) Hard-
ware (15-00 Minimum) CillfOrniB res-
idents add sales lax.
VISA and MASTERCARD Accepted
New Commodore 64"* Games!
An introductory offer from
HEAD ON
A daring and
dangerous
death race.
ALIEN
INVASION
4 players.
Creafures
descend.
ATOMIC
MAN
Super hero
rescues a city,
SERPENTS
2 players.
Snakes
entangle
each other.
4 game pack suggested list price $59.95
NOW ^29^
To order: Mail address along with check or money order to:
f^DVfiNC€D ffliCflD€mft€
P.O. Box 845
Thomasville, NC 27360
(919)431-3231
Specify Disk-Pack or Cassette Pack
Add $2.00 for shipping Allow 2 weeks for delivery
262 COMPUTE! Ju(y1983
PROGRAMS
N5inF/? WITH THE
■ All programs come witfi list-
ing, line by line description,
i variable ctiart, and sug-
gested ctionges.
Great basic programs with machine lan-
guage subroutines. Each INSIDE BASIC
program allows you to enter the program
and make changes. In the process you
learn how to create your own programs.
KENTUCKY DERBY * $19.95 QUIZ ME - $14.95
All ttie fun of a day at the This^is ttie ideal program to
races including higti resolu- demonstrate trie computer's
tion groptiics.You and your ability to present materials,
friends can get tiours of ask questions, and score
enjoyment out of this game you. After learning this one.
betting on your favorite you can moke a quiz for any
horses and winning the big subject.
bucks! You con even
TASK ORGANIZER - $2495
horses for more fun. ^^^ ^^ |Qp of your woric
FORM GENERATOR - $19.95 schedule. Enter new tasks
The preparation of forms can and projects with deadlines
be a mess. With this handy and track them through
program you con generate completion. Automatically
anything from labels to In- lists jobs In priority order.
ONLY
USE COLORCRAFT SCREENS IN
YOUR BASIC PROGRAMS
A powerful graphics animation pro-
gram for business, education, or fun.
• Animation * Cartoons and Stories
• Game Graphics * Rolling Displays
• Slide Shows * Graphs and Charts
SEE YOUR DEALER OR ORDER DIRECT ^
Specify Comm 64 or VIC 20, cassette
Of disic (Add S5.00 for disk) - "^^
Send check or money oidef - add '
$2.00 shipping ond handling
PA, NJ residents odd 6% sales lox
COD, and Ciedtt Card call (215) $25- 4250^
odd $1.50 sefvic© charge ,
Commodore 64 and VIC 20 ore regis-
tered trademarks oT Comm odor©
Business Mochines,
^^^
^CO^FIJIffi PRODUCTS WC,
1100 E. HECTOR ST.
WHITEMARSK. PK 19420
When You Buy Quality
AVAILABLE FOR
Atari 800.400 CBM 8050,4040 Epson MX Series
CBM 8032/4032 Atari 81 0 Okfdata ML Series
Commodore 64 Atari 820 TRS80V-VIII
VIC-20 TRS 8011. 111
Leave your computer set up aiid ready for
instant access; provide protection for your
investment with a custom designed, pro-
fessional touch for your home or office.
The best in its class, our new concept
PROTECTIVE COVERS were designed to be
Protect with Quality. functional with the user and observer in mind.
COMPARE THESE FEATURES:
• protects against dust, dirt and surface scratches
• unlike vinyl, plastic or nyton covers, static electricity is not a probteni
• lint free, top quality broadcloth {65% polyester, 35% cotton) allows ventilation;
minimizes risk of condensation
• durable; washable — needs no ironing; maintains proper size and shape
• designed, manufactured and packed in U.S.A.; comes with a warranty against
defects in material and workmanship.
• available in Cranberry, Navy or Pewter (each piped in contrasting color) to
compliment any decor.
AH IDEAL GIFT: HELP KEEP YOUR INVESTMENT LOOKING AND PERFORMING LIKE NEW!
— Custom Designers and Manufacturers of Computer Dust Covers —
Covers for other popular hardware available > Visit your local computer slore or contact os 1 982 B L,& W
SHIP TO: iPunn
City State Zip,
Make Model
Select Color: Navy D Pewter D Cranberry D
M0NOGftAMMIN6: (Add $6.00 per cover, and allow 5 extra days for
deNvery. We cannot accept returns on monogrammed items.
Send Chech or i— i i_i i_i
Phone.
CPU $18.00
- Printers $16,00
Disk Drives S1 4.00
Monogramming I
(TN residents add ,
.90 sales tax)
TOTAL !
^Fofeign - Pay m U S Furxasi
Money OnJerle: B.L. & W. - PO Box 381076, Memphis, TN 38138-
901-754-4465
FREE
ZX81/TS1000
CATALOG
Use ttie convenient coupon
below and send for your FREE
catalog TODAY!
EfectronrcslOurZXei
TSiaOO catalog will
talce yoLT wtiere no one
has dared go before !
You will view ttie
widest selection of up-
to-date software, books
and hardware add-ons
available to get the
most from your
personal computer
This eKctting new 34
page color catalog tists
arcadejantasy and
family games, business
and educational
programs: books for
beginners as well as
experienced users:
hardware add-ons and
oth^r periphe^afs for
use with ZX81 TSlOOO
Home Computer!
New! Write for yours Today!
Complete and mail now for your FREE copy!
For informatfon call (716) 874-5510
llectrcnicj
GLaOSTOnE
Please rush me this exciting new ZX81 TSlOOO catalog.
Name ^ _^_
Address
City
, State ,
.Zip.
Mail to: 1 585 Kennnore Ave,. Buffalo. M.Y, 1421 7
In Canada: 1736 Avenue Rd,, Toronto. Ont. M5M 3Y7
Juiy19S3 COMPUTl! 263
f E commodare
COMPUTER
BASIC ELECTRONIC
BUSINESS SYSTEMS,
INC
COMMODORE COMPUTERS
NEW MODELS
B-500(128k) $703
P-500 (128k) color $703
C-64 Computer $375
8032 Business $995
COMMODORE DISK DRIVES
1541 (vic/c64) 170k ...... $329
1530DATASETTE $63
8050 Img CALL
8250 2mg CALL
9090 7.5 mg $1800
COMMODORE COLOR MONITOR
14" WITH SOUND
1701 $259
COMMODORE PRINTERS
*************************************
6400 Quality $1825
8023p 150 cps $570
1526d $300
TO ORDER CALL (713) 530-2515
MasterCard, VISA add 3%
F.O.B. Houston, Tx
BEB SYSTEMS INC
11430 BIssonnet c-7
Houston, Tx 77099
*******+*****************************
Call about BEBs software club.
Membership 1/2 off during sale.
SOFTWARE COMMODORE ATARI
WORDPRO 3- (c64) $74.95
BUSICALC $54.95
INFOR DESIGN Accounting
A/R. A/P. Ledger $385
Payroll $150
Inventory $54.95
25% OFF:
Large selection of Vic software
VIC-20 w/free game S139
Automatic Firing
IVIodule
The Blaster, a plug-in, adjustable
speed, automatic firing module
for Atari and VIC-20, has been
produced by Questar.
The unit plugs in between
the computer and the joystick
and can be adjusted to fire from
one to 20 shots per second. The
Blaster, which retails for $12.95,
can be turned off for maze games
or for games that restrict the
firing rate.
Questar Controls, Inc,
670 N,W, Pen nsylva n ia Aven ue
Chehalis, WA 98532
(206)748-8614
Atari BASIC
Compiler
The Blaster automatic firing module.
Fast Action Space
Game
A huge solar power station in
deep space is the setting for
Gridrunner, a fast-paced game
for VlC-20, Commodore 64, and
Atari computers.
In the game, produced by
Human Engineered Software,
the power station comes under
attack by more than 20 waves of
Droids bent on destroying the
station as a prelude to overtaking
Earth.
Defense of the station
against the Droids and their array
of weapons is up to Gridrunner
and his plasma cannon. The
game sells for S39. 95.
Human Engineered Software
71 Park Lane
Brisbane, CA 94005
Monarch Data Systems has in-
troduced ABC, a BASIC compiler
for the Atari that translates
BASIC programs into integer P-
code that runs up to 12 times
faster than the original.
The program allows com-
piled programs to run without
the BASIC cartridge, allows
larger arrays, accepts most
BASIC programs with little mod-
ification, allows DIM, GOTO,
GOSUB, and RESTORE, com-
piles at 100 lines per minute,
and includes a utility to generate
relocatable code.
The suggested price of the
compiler, which requires one
disk drive and 40K, is $69.95.
Monarch Data Systems
P.O. Box 207
Cochituate, MA 01778
(617)877-3457
64 Math Teacher
The Math Teacher, a program of
math problems for first-graders
through junior high school, has
been produced for the Commo-
dore 64 by CompuTech.
The program, available on
tape for $39.95, drills students in
addition, subtraction, multipli-
cation, and division at four skill
levels.
CompuTech
P.O. Box 7000-309
Redondo Beadu CA 90277
IVIini Thermal
Printer
A miniaturized thermal printer
is available from Panasonic. The
EUY-3T printer offers a 40-
character line while measuring
just under five inches wide.
Other specifications include:
dot-addressable graphic capabil-
ity, a single 5-Vdc power supply,
printing speed of 1.2 lines per
264 COMPUTE! July 1983
TIRED OF PLAYING GAMES?
Get Down To Business With DATABOOKS-64
A Business Software Program
For The Commodore 64
DataBooks-6^ is a complete single disk
accounting system for a small business.
Including General Ledger, Accounts Re-
ceivable, Accounts Payable, Billing and
Invoicing - All in one program!
The Comnxjdorc (>k can cJo rrior* than just play
games. its merrMxy capacity and peripherals
make it a powerful business tool. Its
capabilities enceed some syMems coiting many
times more! The DataBooks-ii^i accounting
package also has hard-to-beat capabihty and
ftexibilily, with many features not found in
ANY other accounting package! Stop by a
Commodore dealer and ask to see HataBooks-fi'*
today!
LOOK AT THESE FEATURES!
"disk
' Ml data 'iCored on one diskette
flinping" required,
' Sophisticated screen editor - n-orks like a
word processor,
' Ail posting is instantaneous - all reports
are current up-to-the-mtnuie,
' Fiji) invoicinft and billing
' Innovative "Ouick Reference Guide" forms a
direct link between the documentation and
questions asked by the computer.
' Fully Menu driven,
' Fast - aJl files updated m only a lew
seconds.
' Access codes - protect your financial
information
' Compatable with nearJy any printer.
LOOK AT THE REPORTS PRODUCED!
• Ledger Totals Shert (trial balance).
• Formal balance Sheet-
• Profit 5c Loss (income) Statement with
Month and Year-to-date totals including
percentages (ratios),
• Customer Invoices.
• Customer Statements.
• Receivables Invoice Register,
• E^yables Invoice ReRister-
• Customer List.
• Vendor List,
' General Ledger (^^onth).
• General Ledger (Year),
• General Journal.
• Selective Journal (per account).
For more information and the name of your nearest dealer,
Please write or call (619)223-4496
DMI Software Inc. 1866 Bacon Street San Diego, CA 92107
COMMAR
AIR* SHIPPING WITHIN 2 DAYS
INTRODUCING SOMETHING NEW AND USEFUL
THE ALOG PAGEWRITER
FOR ATARI 800/400
A Fast, Simple, EasyToUseand Inexpensive
WORD PROCESSOR
• Average Time To Master — 5 min
• Full Page Display Gulide
• Help Screen With Command Summary
• Uses Standard ATARI Editing Keys
• Visible Adjustable Margins
• Stores Ten Pages on a Disc with No Swapping
Other Features Include:
Centering of Text • Set Tabs • Right Justification • Easy Text
Insertion • Accepts Printer Control Commands
Requires at least 32k of memory and a 80 column
printer
List price, 39.95. Introductory price $34.00.
iVlanua! included.
DEALER INQUIRIES INVITED
AATARI
UIO20
m RAM (FOR 400)
sn5
CARDBOARD (3 SLOT EXP,|
5 33
64K RAM (FOR 400)
135
VIDEOPAK WITH 16K(40/B0 COL]
250
ALIEfi GROUP VOICE 60X |DJ|
ng
VfOEOPAK WITH 54K (40/80 COL]
319
S.A.M- ID] BK
46
PRINTER INTERFACE (PARALLEL]
55
BIT 3 SO COL BOARD
zm
KIDS AND THE VIC (BOOK]
17
TECHNICAL NOTES
25
I6K RAM
S5
BOXOFOISKSdOl
19
BKRAM
55
PROWRITER PRINTER
419
HES MON (ASSEMBLER] (C|
29
B KEY 400 (KEYBOARD}
99
HES WRITER (WORD PROC.) (C|
29
NEWPORT PROSTICK
27
TURTLE GRAPHICS (C]
29
MICROBITS MODEM
159
VIC FORTH (C]
49
PRINTER INTERFACE
89
QUICK BROWN FOX(W0RDPROC.](C|
54
THE ATARI ASSEMBLER (BOOK]
12
SHAMUS (CI
29
VAL FORTH |D) 24K
45
PROTECTOR (C]
33
PREPPIE lOJf 16K
19
CHOPLIFTER |C|
34
EASTERN FRONT (DJI16K
24
APPLE PANIC (Ci
34
MINER 2049ER (C)
35
V(C RABBIT (C]
35
STARBOWL FOOTBALL (OJi 24K
25
UNWORD PROCESSOR (T] 5K
19
PILOT (C)
59
STARFIGHTER JOYSTICK
14
BASIC A + WITH OS/A + (D)32K
60
CAROETTE (CASS, INTERFACEI
33
ASTRO CHASE |D| 32K
24
CRUSH, CRUMBLES CHOMP (TI2IK
24
BAJA BUGGIES IDJI16K
23
SW0RDOFFARGOAL(T|21K
23
JUMP MAN (D) 32K
2B
VICAT (T] BK
20
CHOPLIFTER (C)
32
DEADLY DUCK (C]
28
ZAXXON (O.T)
?9
T0TLMA(LLIST(T]i3K
19
HEAR ATARI SOUNDS THROUGH YOUR STEREO SPEAKERS WITH
STEREODAPTER - FOR ATARI 800
• NO ASSEMBLY REOUIRED • CAN USE STEREO HEADPHONES
SHIELDED CABLE • ADJUST TONE & VOLUME WITH STEREO CONTROLS
STEREODAPTER WITH 16 FT CABLE S8 WITH 26 FT CABLE SID
DEALER INQUIRIES INVITED
C CARTRIDGE
0 DISK
T ^ CASSETTE
* MOST ITEMS
cobjiStSr
P.O. BOX 1730
60LETA.CA 93116
|S05| 964-4660
ORDERS ONLY: CALL TOLL FREE 800-558-8803
IN CALIF. (805) 9644660 or send check, money order or crodlt card number and exp. dale.
Include S2.00 for shipping. Add 3% lor Visa or MC (except CalH.|. Calif, add 6% tax. There Is a
t2.50 charge lor COD. Please Include type of computer. (Checks— 10 days to clear.)
July 1983 COMPUTE! 265
SIMULATIVE
STRATEGY GAMES
for VIC-20 or ATARI 400/800
Your leading source for Non-Arcade
strategy games is P.R. Software and
we let our customers Speak Out!
'My son and t play your FOOTBALL CHALLENGE all rhe
rime, il's great" — D,C, Petaluma. CA
"I am very pleased with CONVOY ESCORT and CON-
VOY RAIDER . Thank you very much for these excellent
games of thought." — D.A. Spokane. WA
"t just had to write to you today on how much I enjoy the
tape AT THE TRACK, the fan[^ily can't seem to get enough
of it- For the price that you charge, it has more fun value
than some of the more expensive cartridges that ViC puts
out, I'm enclosing a check for $11 95 and $1.50 for post-
age foi the program CONWY RASDER I'm looking for-
ward to this one This has to be another great one."
-V.S Portland. OR
For Unexpanded VlC-20. $ 1 1 .95 each
1 Convoy Raider: Sink the enemy merchant fleet,
2 Dungeons of Kal: A fantasy advenlure.
3 Star Defender: Over 15 Starship commands
4 Boxer's Corner: Match great flghiers.
5 Convoy Escort: Protect your fleet from subs
6 At the Track: Wager on 30 rated horses.
7 Coinputgr Baseball: Uses actual player stats
For VIC-20 with at least 8K expander
cartridge or ATARI 16K. $ 15.95 each
1 Football Challenge: Manage an NFL team against
your computer or a friend Uses actual team stats
19S2 S3 teams
2 D utigeo n s of K al ( expa nd ed ) : Can you save ma nk i nd
from Kal's aixful plan of destruction^ Different each tinne
3 NEW! Sopwith Camel: FMot a WWI Biplane into bat-
tle. Over 10 Allied & German aircraft
Write for information on Commodore 64
Programs Available.
All programs on cassette Wnie for free catalog Specify
computer type Send Check or Money Order + $1 5() ?,■ H
to PR. SOFTWARE - RO- Box 169
South San Francisco. CA 94080.
In Canada - SOFTWARE HOUSE
309/4630 Dufferin Street. Toronto, Ont.. M3H 5S4
Tel: {416} 663-6401
PRO<iR€CriV€
P€RIPH€RQLr
6/OFTUJPlR€ .
THE AUTO CLOCK'
A TRUE MULThFUNCTtON CARD
• Switch your VIC-20/64 or other AC devices on
and off under software control.
• 256 year clock/caiendar
• 2K CMOS battery backed up RAM
■ Menu driven software
• Plugs into ihe buss expansion slot
• Cartridge style case
• 19 user accessible subroutines
• 20 page illustrated manual with detailed
progratnming examples
AUTO CLOCK - $129.95
• Slate of the art Pro-Adventure Series for the
Commodore 64.
• Realistic sound effects and animated color
graphics,
• Ower eighty areas, 70 objects, and 40
commands
• A ireat-time" adventure with a user-fnendly
help feature, updated constantly,
• Comprehensive, illustrated manual with a
fold-out map
• Your success m Gothmog's Uair will depend on
your skill and resourcefulness, NOT on pure luck
• Prepare for the most challenging adventure
you will ever undertake as you enter
GOTHMOG'S LAIR . . cassette version — $39.95
diskette version — $39 95
DEALER INQUIRIES INVITED
ORDER FROM:
PROGRESSIVE PERIPHERALS & SOFTWARE
6340 West Mississippi Avenue
Lakewood, Colorado S0226
{303) 778-1312
second, bidirectional printings
and 3.18 mm characters.
The 14-ounce EUY-3T print-
ers will retail for less than SIOO.
Panasonic Industrial Com pa in/
One Panasonic Wai/
Secaucus, Nj 07094
Panasonic's EUY-3T miniaiitre thermal
pvinter.
Radio Shack
Portable Computer
Radio Shack has introduced a
portable computer that includes
built-in software, a built-in
modem, and a full-size typewri-
ter keyboard.
The TRS-80 Model 100 fea-
tures instant power-on access to
five ready-to-use programs con-
tained in the 32K ROM. Pro-
grams are easily selected from
the main menu by positioning
the cursor and pressing ENTER.
The Text program allows the
ThcTRS-SOModenOO
Portable Computer.
New Product releases are selected from suh-
missions for reasons of tinicliness, available
space, ajid genend interest to our readers. We
regret that we are unable to select all new
product submissions for publication. Readers
should he aware that we present here some
edited version of material submitted by ven-
dors and are unable to vouch for its accuracif
at time of publication.
user to create and edit text files.
Schedl serves as a note file, al-
lowing the user to store and lo-
cate dates, times, appointments,
or information. A character-by-
character search function pro-
vides total recall.
Addrss organizes names,
addresses, and telephone num-
bers. Telcom is the system's built-
in communications program,
which includes a direct-connect,
auto-dial modem, and RS-232
interface. Telcom interfaces with
Addrss to locate phone nLimbers.
The fifth built-in program is
BASIC,
The Model 100 measures 2 x
11% X 8y2 inches, weighs about
four pounds, and includes an 8-
line, 40-character liquid crystal
display. The computer can be
powered by four AA batteries
for about 20 hours, or can be
used with an AC adapter. Built-
in nickel cadmium batteries
maintain memory for up to 30
days even with the power turned
off.
The Model 100 is available
with 8K RAM for $799, or with
24K RAM for S999. Optional 8K
RAM add-ons can expand either
version up to 32K.
Tandy Corporal ion/ Radio Shack
ISOO^OneTandif Center
Fort Worth, TX 76W2
Word Work
DesignWare has introduced two
word-related educational games.
Spellicopter and Crypto-Cube
are both available for the Apple
II and Atari computers for
$39.95.
In Spellicopter, the pilot
relies on keen memory, verbal,
spelling, and navigational skills
to rescue ''stranded" letters and
organize them into correctly
spelled words.
CryptO'Cube gives puzzle
lov^ers a challenge and a chance
to build their vocabularies. The
program has 50 puzzles built-in,
and users can create their own
word lists for the puzzle gener-
ator. The game features a ro-
tating cube with crossword puz-
zle grids on each side. Players
take turns uncovering letters to
fill in the missing words.
DesiguWare, Inc.
185 Berry Street
San Francisco, CA 94107
Learning Apple
Pascal
Pascal for the Apple, by lain Mac-
Galium, is an introduction to
Pascal as a first computer lan-
guage. The 496-page book comes
with a floppy disk to illustrate
the written instruction. The book
and disk are designed to be used
concurrently.
Both experimental and prac-
tical programming are explored
in the S33 package. A 48K Apple
II, Apple He, or Apple II + with
two disk drives is required.
Prentice-Hall
Englewood Cliffs, N} 07632
Workout On The
Atari
BASIC Exercises for the Atari, by J.
P. Lamoitier, takes Atari pro-
grammers through a range of
applications including mathema-
tics, physics, games, business,
accounting, and statistics.
Each exercise in the $12.95,
252-page book takes the pro-
grammer from analysis of the
problem through flowcharting,
coding, and the final run.
Si/hex
2344 Sixth Street
Berkeley, CA 94710
(415)848-8233 ©
USEFUL SOFTWARE
FOR ATARI":
Atari Alan Writer (D) $62.
Auri Visicalc (D) S154.
Atari Home filing Manager , , , , $35,
Continental Home Accountant [DJ $45.
Continental Tast Advantage (D) $35.
Datasoli Micropainter ID\ $22.
DatASoft Graphic Master (O) $25.
Datasoft Text Wi;ard |D) $74.
Dai;jvofi Spell Wizard (D) $59.
Synapse file Manager 800* (D), $64
Synapse Disk Manager (D) $23
FOR APPLET:
Artsci Magic Window II (D) ..... $99.
Continental Home Accountant (Dj , , , $48.
Continental lit Clasi Mail (D) $4a.
Continental Tax Advantage (D) . . $38.
Visicorp Visidex fD) $179.
Visicorp Visifile (D) $179.
Visicorp Visiplot (D) $149.
Visicorp Visichedule (D) $214.
Visicorp Visicalc (D) $169.
EDUCATIONAL SOFTWARE
FOR ATARI V
Spinnaker Snooper Tfoops *1 $J1.
Spinnaker Snooper Troops »2 $31.
Spinnaker Face Maker ................... $21.
Spinnaker Delta Drawing $41.
.Atari Music Composer $30.
Atari My First Alphabet $24,
Atari Speed Reading $53,
FUN SOFTWARE SPECIALS
FOR ATARI":
VOL' CBT THREE SOFTWARl HtTS
fOR ONE SPEOAL PRfCE
CHOPLIFTER, ZAXON
STUN TRAP
$65,
00
For Corrimodore 64" :
you GET TWO SOFTWARE HtTS
FOR ONE SPECIAL PRICE
STUN TRAP
FROCGER
$49.
00
COMPUTERS
Alan 800 48K $485.
Atari 810 Disk Drive $418.
ATARl ^'^^' ^^^ Program Recorder ,......, $74.
C Commodore 64 ... ........... $379.
^ VIC 1541 Disk Drive .............. $315.
m. VIC 1530 Program Recorder $62.
NEC PC-flOOlA 32K $729.
Northstar Advantage 64K , $2669.
Televideo TS802 64K $2589.
PRINTERS
Okidata Microlirie 82A $409.
Okidata Microline B4P $985.
Okidata Microline 92P ........ , $499.
Okidata Microline 93P $869.
Trendcom 200 BO col w/graphJcs $289.
MONITORS
Amdek Color I $289.
Amdek 300A 12" Amber $159.
BMC 12" Green , , $79.
Sanyo 13" RGB Color $670.
NEC 12" RGB Color $699.
MODEMS
Hayes Smart 300 Baud... $209.
Hayes Smart 1200 Baud $509.
Anchor Mark I 300 Baud RS-232 $76,
NATIONAL
ORDER DESK:
(215) 485-4100
Zephyr Micros
97 South Concord Road
Aston, Pennsylvania 19014
To Order: Pfease send cashiers or personal check
(allow two weeks to clear); VISA and MASTERCARD
orders add 3%; Shipping and Handling add 3%; Penn-
syivanta residents add 6%; Prices subject to change
without notice.
^SfSflMi
^K CALL
810 Disc Drive CALL
1010 Program Recorder (NEW) , , $7900'
1025 Printer (NEW) $410.00
CX85 Nunrieric Keyboard $10900
CX419 Bookkeeper Kit , , . . . CALL
CX488 Communicalor Kit CALL
ATARI Software
CXL4025 Defender S39 00
RX8026 Dig Dug S39.00
RX8039 Eastern Front (ROM) $44,00
CLX4027Q(X S39,0Q
RX8037 Star TruK $39.00
DX5049 Visicalc 5159,00
CA01655 Technical Reference Note& . S29.95
Third P*r1y Software
Miner 2049 CALL
Zax)?on $27.95
Eastern Front 1941 (cassette) S29.95
Wizard of War $30,00
Gorf $30.00
Frogger , $30,00
Chop Lifter $29.00
Appfe Pane $23,75
Baha Buggies $23,75
Submarine Commander (ROM) $35.95
Jumbo Jet Priot (ROM) $3595
Soccer (ROM) $36.95
Gamestar Football CALL
SCOTCH maxell
DItkettet & Tape
SCOTCH 5'/' Single srded $26.95
SCOTCH 5'4- Double sided $29.95
SCOTCH Tape C- 10 (lot of 10) ........... $24.90
SCOTCH Tape C-30 (lot of 10) $26.90
SCOTCH T-120 VHS ..................... S9.95
MAXELL 5%' Single Sided S31.00
MAXELL 5%" Double sided S39.00
MAXELL VHS Tape [SUPER PRICE) CALL
We take TRADE-INS.
Call for your price.
^i9Adeu^-
^jUfLj,4-h0UA^
For fast delivery, send cerUfied or cashier checks,
money orders, or direct bar^H wire trar\$fers. Personal
checks allow 2 to 3 weeks to clear. Prices reflect cash
discount and are subject to change. Add 2% for
credit card purchases Shipping— Software S2
Minimum. Hardware— call. Foreigr^ inquines invited
—add t5^;c for shipping. Ohio residents add 6.5^1
sales tax.
wnfSiVi
5485 WarrensvJIle Center Road
Maple Heights. Ohio 44137
Call Toll Free
1-800-482-7254
In Ohio 216/663-2032
Mon.-Sat. 10-6 EST
24K RAM PAK $99.95
*16K RAM PAK $69.95
*BK RAM PAK $39.95
-3K RAM PAK $29.95
-8K EPROM BOARD {HO EPROMS) $39.95
*3 SLOT EXPANSION BOARD $24.95
'6 SLOT EXPANSION 80ARD $49.95
•CASSEHE INTERFACE CABLE CONNECTS ANY
CASSETTE RECORDER TO YOUR VIC S19.95
'PRINTER INTERFACE CABLE CONNECTS
PRINTER TO YOUR VIC $49.95
SIX MONTHS LIMITED WARRANTY PARTS & LABOR
ALLOW THREE WEEKS FOR PERSONAL CHECKS
INCLUDE $3.00 SHIPPING AND HANDLING
ALL BOARDS TOP QUALITY
WITH GOLD PLATED CONTACTS
PAKS UNLIMITED
VISA P.O. BOX 221 MASTER
MOORE, S.C. 29369 CHAflGE
1-803-585-3400
24 HR. NO.
VIC-20-REG. T.M. COMMODORE BUS. MACH. INC.
.^^^ PERSONAL PERIPHERAL
'Prp PRODUCTS presents;
"^SPEAKEASY
VIC-20
SPEECH
m\ COM-64
^ SPEECH
Cartridge. Instructions & Dictionary $79 00
lULY SPECIAL Cassette Editor & Extension
Speaker. Rei J19.95, with SPEAKEASY FREE
Commodofe 64 Adapter Board SI 2.95
BARE BONES BOAUDS
Assembled Kit
8K Ram/VfC2fl Block Switctied J39.00 $29.95
16K Ram Expander for VIC'20.. $64.95 $49.95
3 Slot Switched & Fused Boafd/VIC-20 $34.95 $24.95
NEW: 4 Slot Switched & Fused
Bo3rdyC0M^4 W4.95 $34.95
COMING SOON: Mighty Modem
VIC20/COM^4 $79.95
ADO $?00 Total Ordef HandlrnE;llf Resident AdO 6=: Sates Tax
PERSONAL PERIPHERAL PRODUCTS
mmm P 0 BOX 3423 r-^
I I FOX VALLEY MALL tl3
AURORA. IL 60505 - (3i2j 961-2347
COM-64 & VIC 20 IS A TRADEMAI1K OF COHMQOORE
VIC- ED
Dealers call 212-499-5400 direct for pricmg.
HEW ITEMS!
HARDWARE
UPA-20 Standard Centronics Cabte S19.95
Driver Listing Included!
UCA-20 Universal Cassette Cable $19.95
Use any cassette macliine!
16K RAM ROM Board Jumpered for any 8K block
Socketed Board with support chips $24.95
Populated with 8K S49.95
Populated with 16K , . , ...,,,,. S79,95
2716 EPROMs for RAM/ROM Board ... (a $7.50
3 Slot Memory Port Expander $19.95
SOFTWARE
WORDWIZ for the Unexpanded VIC-20. . .$14.95
A nice small Word Processor
Mailing List requires 8K minimum $14.95
Sorts, selects, and prints labels
=i 2 FREE DISASSEMBLERS
when you send $1 lor our CATALOG.
^^WORW ElMCTROHIOS
177 27th Street
Brooklyn, N.Y. 11232
A Division of World International Trading Corp,
:<'j:iv/iV
A FLIGHT SfMULATOR GAME FOR THE
COMMODORE 64* COMPUTER, CAS-
SEHE OR DISK, $25^
±
rTTTTTTl-
A FLIGHT SfMULATOR GAME FOR THE
VIC-20* COMPUTER. REQUIRES 16K
EXPANSION. COLOR, SOUND & JOY-
STICK OPTION. CASSETTE $Ae00
OR DISK,
A FLIGHT SIMULATOR GAME FOR THE
COAAMODORE VIC-20* COMPUTER,
CASSEHE OR DfSK. REQUIRES 8K
EXPANSION. $^ HOO
JOYSTICK OPTION ■ **
709 WILSHfRE DRIVE
MT PROSPECT, IL 60056
SOrVWARi 31S/394-5165
•SfGSTESED TRAOE^WRK O^ CO^iW.ODC^^E BuSl-MESS ,W^C NINES
APPLE / ATARI / COMMODORE
MEASURE & CONTROL
TEMPERATURE
DISPLAY GRAPHICS
HARD COPY OUTPUT
ALARMS & SETPOiNTS
DISK FILE DATA STORAGE
1-256 Sensors
Precise to 1/100 Degree
Complete Software
$129.00 Package
American Data Cable, Inc.
2864 Ray Lawyer Drive, #205-352
P.O. Box 2212 ■ Placerville, CA 95667
(916) 622-3465
VIC & 64
BE A COPY CAD
(CASSETTE AfDED DUPLfCATOR) NOW YOU CAN
MAKE BACKUP COPIES OF all the costly.
NON-SAVEABLE CASSETTE PROGRAMS YOU
BOUGHT,
OUR BACKUP VI .O UTILITY PROGRAM WILL
LET YOU MAKE DUPLICATES THAT RUN.
BACKUP V1 O WILL WORK WITH A STANDARD
5K UNEXPANDED VIC MEMORY EXPANSION IS
REQUIRED TO COPY PROGRAMS LONGER THAN
3K BYTES
S24.95
PLUS S2.00 SHIPPING & HANDLING
SOFTWARE PLUS
6201 SUITE C
GHEENBACK LANE
CITRUS HEIGHTS. CA 95E10
VISA, MASTERCARD, AND MONEY ORDERS
CA RESIDENTS ADD 6% SALES TAX-
VIC IS A TRADEMARK OF COMMODORE
VIC-20
COMMODORE 64
APPLE II
THE RECIPE BOX
^k>w yctu can easify Store and recall your ravcwile
recipes on your Commodate ot Appte computer. THE
RECIPE BOX IS a compieta mtKiu-dnven disk sysiem
that comes wrtl> these aodrtional features
SEARCH BY INGREDlEMT — Only have a pound of
hiamburgt^^ m ihe free^er^ Let THE RECIPE BOX
s^ow you all tfw recipes U>al you have on file thai use
tiamburgef or any otrwr hr>gred«ni you cJ>ocw
SEARCH BY CATEGORY — Code your recipes as to
tjfealdast, lunch, dinner, snacks, eic
SEARCH BY CATEGORY IHGREDIEKT — Any
oombirtation oi me alxive
AUTOMATIC MEASUREMENT - THE RECIPE
BOX will flutomaticaHy scale up or <*o*n the amount
ot ir^redients you rieed according to how many
servings you want
SCREEN OR PRINTED OUTPUT - Have printed
copies tQ use in ihQ kitchen or gtve to Friends,
THE RECIPE BOX requifes one disk drive and will
njn on a 5K VIC-20, Commodore 6^ or Apple II ^ .
Please specify. Send ctwck or money order tor
519,95 ID
Aries Marketing Co.
P.O. Box 4196
4200 Shannon Drive
Baltimore^ Md. 21205
Md. residents add 5% sales tax
Gear Plastic $7 95*
1ST COVER /sr
DUST
? shipping
and rvandimg
Ftis standard keyboard and speech synthesizer
Single Cassette Cables for Ti Computers
Cassette CadteC- 2000 Si 3 95
RS 233 Flat Ribbon C-20lO5n. $24 95
RS 232 Flat Y (Primers) C-202G 5ft S49.95
RS 232 Modem C-2030 5U S24.95
RS 232 Flat V ( Printer Modem ) C-2040 51t $49,95
TIPIO Flat Centronics C-2050 5tt $34,95
PIO Ftai Centronics C-2060 5ft $34,95
Guaranteed 90 days against workmanship delecis.
Repairable at low cosi. Inquire about customized or
bardie-find caDies, Add $2 shipping and handling.
•Florida residents add 5% sales tax
_ Dealer inquiriai invitid.
- — IftC
35^0 S Washington Ave , Depi. A
Tilusvilie. FL 32780 • (305) 268-4007
W
268 COMPirTEi July 1983
C64-FORTH
for the Commodore 64
FORTH SOFTWARE FOR THE COMMODORE M
Cm-FORTH [TM* for th^ Commndorp o4 - So*? ^^
•hg f urrh' 73 implf mf ntdtion wilh extensmns
•Full ffJiurr WTwn ^ili>r jnd mAcrii jiwmWer
•Tr«'r frjlufpfurejiiy Jebufmin^
•J2t>i20O, 2i\ilnrb)t m.ipppJ pr..phns
•Cnmpjlibif with Vlt pf nphf rdU irxludinjj litk.MJjil4
Sft. fTHKifm. printer jnJ i jftrsJiii'!.
*E xlcniivc 144 p^K*^ mjnu jI wjrh ex Jm^tlr^ And dpfiJii<i1ii>n
icrrrnt
*"SAV£TURNKEV' mirmjlly jiUvi joplndlii^n prot^rjm
dittnburMir w4thtHjt lM.fn*in>tor rmjitK^
C64-XTtNDrTMt FORTH Extensii*r - S5« «5
(R*\^uirei i>ri>;)ndl C64-FORTH mpj)
•Fully '-nrnpittble niuhnK fK»int pi^kj|i;e [lukidiiiiK jnth-
mrrK. rrlj,tjt>n,il, ktRit j1 and 1rjn«.endrnlj! funt linns
*Slr.nK f*trn*nifi* m^JudrnK LEFTS. RK.HTS. And MIDS
• BC'DfurK(ii»n* fur lOdi^tt numbrr* iniludin)^ multiply,
dhvtdp, jndpfrtfnuite BCD numtwrii may by utrd K«r
DOLLAR CENTS t jituiji mnv wrh^ut thr round-nf f
rrror mWrnl in BASIC th\ numbers
*Scm4l w^ird^ jrc prt>vi4de J fiir inputting dnd hut pulling;
DOLLAR CENTS vdlu^i
*Drtdt]rd irunujl withexjmples and Hippticitmns screens
(Ciimmndi)rp o4 is J irddefnjfk of Comrmdore)
TO ORDER - Sp«:if y disk vt cassetle ver^Km
- Cfi« k , m ivney i>rdf r, ba nk c J rd , COI7s J dd S I 50
-Add 14 00 pi>»URf dnd hjndlin^ in USA
jr^d Canjdj
- MjJi ordf r* jdd S"? idles t Jx
- Foreign order* jdd 20*' ?i shtppm); jnd hjndhng
- Dfjlf r inquine* welfome
PERFORMANCE MICRO PRODUCTS
-.- 770Dedhjfii Street S-: ^^
»r^ C^nfon. MA 020ZI ^E
BEAT THE HIGH COST
OF SOFTWARE
Before you buy any more software, you
owe it to yourself to join S^f TRADERS'*'
the fastest growing worldwide trading
network. Members swap software and
info for all computers.
Annual membership includes:
• Quarterly trading directories
• Monthly and flash updates
• Personalized trader tistings
• Trader support systems
• Plus much more
Imagine having access to hundreds, even
thousands of programs, each costing nC
more than the price of a stamp of phone
call, loin now to beat the price increase
and find out about the new member %%
offer. $49.95 U.S. $64,95 FOREIGN. SAS£
for info. Indicate computer model.
SyPTRADERS "- INTERNATIONAL
1610 Shomaker Dr.
Murphysboro. IL 62966
VIC-20*
ANNOUNCING
QUALITY SOFTWARE AT A
REASONABLE PRICE
GAMES FOR THE BRAIN:
TREK II 12.50
Excellent color graphics and strategy
with a new twist. (8K Reb)
PEGS 9,50
Solve this puzzle and win a prize.
Anything but easy.
GRIDWSAR 9.50
The computer is your opponent in this
game of strategy.
GAMES FOR THE REFLEXES:
BOMB BLASTER 12.50
Try to find the hidden secrets of this
arcade style game.
MIND GAMES Co.
P.O. Box 2586
LAS CRUCES, NM 88004
* VtC-2Q h A trademark of Commodor Business Machines
C-10 Cassettes— 5 screw— 10D% errw free— w/
blank labels. Doz.<9"PPD! Caseon00^66''PFO!
6-Ft. VIDEO MONITOR Cable B & W or COLOR-4
phone phis lflC-20-€4~MARI 800 n4« PPO!
64-P.E.T, Emdatof Disk or Cassette nn» PPO!
64-GENERAl LEDGER D or C Inst, bic '49''PPD!
SA-MachineianiuaEemoniorDorC U9"PPDI
64-OKI)IITA82A/83A Printer I'face '64*'PP{I!
WE HAVE PAPER and PRINTER
SUPPLIES — ALL PRINTERS!!
WE HA VEHARDWARB and SOFTWARE FOR
VIC-20-64-PET- ATARI 400/300. TOO
MUCH TO MENTION IN THIS SPACE!! ^.^^
SENO»1~fORCHTALOG
-REFUNDABLE
IstORDER
P.O.
BOX 651
MADISON HEIGHTS
MICH. 40071
VIC-1541 DISK INTERFACE CABLE
Connect 2 VIC'20's Of 64's to the same
DISK DRIVE ^39** PPO! Dealers please write.
SOFTWARE
COMMODORE 64
r/?eSfaf/, Polyphonic Music Editor & generator.
Enter up to 93 measures of 3 part harmony on
easy to use graphic display Disk: $22,95 for 64,
$17.95 (Of VIC. Tape: $19,95 for 64. $14,95 for
VIC. Add Sl,50 for Postage and Handling
Check or Visa. Master Card accepted.
We nave a large setection of software for the
54— Word Processors. Data Base. Mailing List.
Accounting Package, Spread Sheet, Education-
al Applications. Home and Personal Record
Keeping. Programmers Aids, Games.
ASK FOR FREE CATALOG
PROFESSIONAL MICRO SERVICE
100W. 22ndSt., P.O.B. 7268
Baltimore, Md. 21218
301-366-0010
Dealer ir^quirtes invited.
Commodore 64 is a registered trademarlt of
Commodore Business Machines.
FOR ATARI®
specialty Software
ZIZA PRESENTS
Educational Programs
JOURNEYS OF ST. PAUL
A TEXT ADVENTURE, in the King James
Version, that presents all four of St.
Paul's journeys. You travel with Paul and
his companions to distant lands; you ex-
perience their trials and share their joy as
they spread the Good News!
Young and old alike will find this unique
adventure a real challenge to complete. If
you are successful — a surprise ending!
Music and special graphics.
Disk only. 48K 24.95
Ziza Presents Inc.
2257 Independence
Ann Arbor, Ml 48104
313-973-0299
Check or money order
Michigan residents add 4% tax
Atari TM of Atari Inc.
VISA and
MasterCard
Accepted
SOFTWARE SUPER SAVINGS
Apple "Atari-IBM ^
V I E3 I CftLC ...... I '?"^ =ISO "^ <^
Wai^C? l-trtMDLER . 1 lis-? 1*?^ P> OJ
LiDT i-~mNDL-i=n . i s**."?*? a^..4A ^ OS
unni. rttr,c;c.jt.jMX . . * 4B- 99 -r^t.^^S Is (Q
lIl.TIMrt II .,.,* S.V.'\f'9 •Si'^.-^Ti "CO
OF Mr INI AlWfkC*^ .3 2«!,.«*^ :S^.-^T1 Vj ^
FTWi:»«LL Cans-w . 1 34. _ ^-9 :^^ . •*»
3C>F*»t 1. II. Ill *■ =?^- -9*^ 3^. "yS IC ~
CMO»^U ffS-XGR . . _ * 3=r.*?^ 3,-* - -B-SS S v.^
*=-**CEM***<Kff 33^.«?-*? 3-4. •^S 3 Q&
K**oc»«KPf .,,,.__ =r3. **•? ^t, '!^r^ j^ Q),
i~iAijnAj.it>« H * =?s.«?sf 3*, f-i y
nAM4»or4 t t .... * =53 , 99 34. 'vs ^ C\|
STAHl t»l_AZE.Ft . . • 31 . f^ 31 . 93 Jr ^
f^'MVMt^ H 0< M 1 nilL t EO . •»•? 3«». ■»» ft
«f=»^i-e F>AMiiz ... Q^ s*#'.'?rs UJ 9
cRDBSf^ I Re , - . . . jjj z-F.^s '•• yj
F-ir» R-ETM 52 ZZ-^.-^S^L
RAHTirFt BLASTEFiia: ^ 3<9 . ^S I^B^
r?i T I- n T T clh: , » , , , J" _ ■»■? ^ . «?^ ^^Kc^
i —rit'f'L. f- 3 — AtAf4I *— 1 iTjr =■ ^^r
Trot. HI 4flow Th< CpmpuUf €Hpf/i
*^a S3.00 Khipodog u^K. mcMUMti r»»td«nt» mU 4% i^i^ ui
VIC-COMMODORE-
HOBBYIST
VIC 20 4 slot expander board $44*
COMMODORE 64 7 slot expander
board $69*
VIC 20 24 static RAM with slots
for up to 8K EPROM $159*
COMMODORE 64 EPROM card slots
for up to 4 2732 EPROMs $59*
VIC 20/COMMODORE 64 300
baud modem with terminal emula-
tor software $89*
8085 based CRT electronics $249*
*plus shipping and handling
Washington residents add sales tax
To order: phone toll free
1 -800-858-8020
BAZ Electronics
P.O. Box 4895 Fedeial Way, Vm 98003
^si (206) 874-3029
V/SA
&3
.-7-T.. SHIRTS FROM CRP ..-T"-T;.
■] [■' TELL THE WORLD \_]
YOU SPEAK *BASIC*!
#1 QUALITY lOQ'^/cCOnON
BASEBALL SHIRTS
ONLY -89.95
PLUS $1 50 POSTAGE & HANDLING
CHOOSE FROM ONE OF THE FOLLOWING:
' I SPEAK BASIC '
* WANTA PLAY WITH MY VIC? '
'BYTE MY APPLE'
* MY COMPUTER FULFILLS BASIC NEEDS *
SEND CHECK OR MONEY ORDER TO:
CRP
P.o! BOX 31026
K,C, MO 64129
NAME ^
ADDRESS ^
CITY
ZIP .
# SHIRTS.
.S1ZE_
ALLOW 3 WEEKS FOR DELIVERY
DEALERS: REDUCED PRICES OFFERED ON
ORDERS OF 12 OR MORE. MANY OTHER
PHRASES AVAILABLE. WRITE FOR MORE INFO
July 1983 COMPUTf! 269
1
COPY .
CAT
COMMODORE
64
COPIES DISK FILES
EXTRA FEATURES;
• Renames files
• Catalogs a diskett
• Scratches files
• Formats or nevys a disk
• U^es a M/L loader saver for
fast speed
• Makes backup copies of your
programs
$^9^NOW ONLY $1995
Village Office Machines
MH 4721 Euclid Avenue
^ Rolling Meadows, IL 60008
COD (312)9910880
A Must For All Disk Drive Owners
DEALER INQUIRIES INVITED
VIC-20 USERS
CARTRIDGE BACK-UP
SYSTEM
PROTECT YOUR INVESTMENT.
BACK-UP YOUR CARTRIDGES ONTO
CASSETTE.
SAVES WEAR ON YOUR CARTRIDGES.
SAVES WEAR ON YOUR VIC-20'S
(VIEMORY PORT.
SYSTEM IS COMPRISED OF AN EASY
TO USE PROGRAM AND A CARTRIDGE
INTERFACE CARD. HIGH QUALITY
GOLD CONTACTS AND SWITCHES.
BACKED-UP CARTRIDGES RUN LIKE
THE ORIGINALS (8K RAM REQUIRED).
INTRODUCTORY PRICE:
S49.95 POST PAID
(PA RESIDENTS ADD 6%)
SEND CHECK OR fWlONEY ORDER TO:
E-M TECHNOLOGIES
P.O.BOX 185
DOWNINGTOWN, PA 19335
6 MONTH REPLACEMENT GUARANTEE
Wasting Money? We Kava the World's Most
Cost Effective Development System.
VISA AND
MASTEttCARD
ACCfPTED
• IncJtKies He*kit 1 0. a. pOi^^ful 100"^
machine cocte etliiof tJedugger
utility program that makes coding
ttx 8-bit Micros a snap
• Program from CornmoOOfe VIC 20
((eytxjard mta built iti 4¥^ ROM
emulaiof
• Jumo€r 10 liirgbl ROM sockol
• Fyst programs in circuil
• Built-in EPROM progr.imnior and
;!()wer supply
• Bums * runs EPfiOMS tor Ihy
Commodofe VIC-20 !oo
• Comprehensive fnanual^
• RIS EXPANSION PORT
PROMQUEEN CARTRIDGE
ONLY S199 U.S. S269 CAN,
Can.
f Prices U.S.
Pfomqueen 64 5299.00 S399.00
8K hoard w 1 Eprom S 29.95 S 39.95
16Kboardw 1 Eprom S 39.95 $49,95
8K ROM board
w 1 Eprom-G64 S 39.95 S 49.95
Distributeti in US by Afbutus Total Soft, Inc,
4202 Meridian. Suite 214
Bellingham.WA 98226
Ph. 800-426-1253. in Washington 206-733-0404
Distrtbuted m Canada by
tBG/DistributJon Canada
4047 Cambie St. , Vancouver. BC V5Z 2X9
Ph, 604-879-7812
NULTI-CGLOR
Write for your
free catalog of
-CharACtor color »nd flaod" ■■! ior
sach charactar.
-AuKili*ry, hardmr, *nd •cr««n color
commands.
-9 Power magnification -for •diting «r««
-Curmor control*, RETURN, HOME, CLR,
all work within th« •ditlfig «r«*,
-4x5 animation araa cyciwa through
uBair-»«l acted ch«ract«r coil«ctlani.
-5av«» avt to All output amvicm*.
-LoAda aBt from all Input drnvicmm,
VlC-20 V»r»ion
-hA charactara •dttad at ona tim».
-2 character collactlona altarnata
in tha animation mrmm.
-Fits in an unaxpandad VlC-20,
CBrti4 Var«ion
-2S6 charactara adltadl 192 aval labia
at ona tima.
-B character collactlona avallaba for
the animatlcn araa.
-90 dagraa rotation comnand.
-Mova com.-nand ahifta pixal* of ana
character, a* a group, up, dOHn*
right, or laft.
cAssETTi-iif.fi iiSKEm-izt:n rci m m » mi
Please specify which veralon you'd like
Juat Another Software Co., Dept, C7
P.O, BOK 993. PalQ Alto. CA 94301
Software
and
Books
for your
PET, VIC
and
Commodore 64
TIS. inc.
Box 921 Dept. C
Los Alamos, NM 87544
grecffiKE Software For
A Commodore 64
H„CI «15.95
D^-r*2^F- I L^E: «15.75
R-|_H3l-iT *^^ ...»15.95
eUNISL r tviGEF^ -♦15.93
LO^M C^i—C: » 9.95
SP^^CE C*=*DE;T. .,- ♦15.93
SF^ei—U^TIHOlNj ♦19-93
SI=R ITE GEM ♦13.93
-Prices are -for cassette, add ^2
for disk version-
-Check, tlO, or COD for total
order plus *2 shipping.
See your dealer or order direct
FANTASY COMPUTERWARE -^r^
BOX 49\ : !>=-
««0CIX FALLS, SO.
(6«3> 335-
.DAK,B710I i * '■''^'A
i-7684 vT >, ^^^^^S
VIC-20 & C 64
Stock Portfolio Manager
EASY TO USE * * * '
Siock
« Shuti Share V 1
\ %
\ "1
DoJIar
CiunKT
-1*7.50
2,800.00
IBM
100 I12'>) 1
200 20'^ 3
— PROGRAM FEATURES —
■ Current Values
(1) Individual Stock (2) Total Portfolio
• Records Dividend Payments
• Handles Stock Splits
• Buy & Sell Iti forma I ion By Datt
• Works Wnh or Without Printer
• VIC 20 Requires 1(iK RAM Hitpansion
Program on Cassette Tape: S29.9S / Disc: $34.95
SEND CHECK OR MONEY t>RDER TO:
BASIC BYTE, INC.
P.O. BOX 924, SOUTHFIELD. Ml 48037-0924
Phone Orders: 1-800-855-2246 Ext. 237
Kansas Residents: 1-«00-562-3421 Ext. 257
VISA AND .MASTKRCrAHt) ArCEPTEH
- DEALER INQUIRIES INVITED -
VIC-20
6 GREAT PROGRAMS ON
1 CASSETTEREG.m9s'9.95
K RAM Rtg II995
NOW'68.00
Retirement Analysis
12.95
Car Maintenance
12.95
loan Calcufatttr
12.95
Gold/Silver Trader
12.95
Tax Free Savings
12.95
Stock Options
12.95
Equity Accelerator |8K)
19.95
Undlord (8K)
19J5
Ifisurance Domparisan (8K]
19.95
fleal Estate Investor |8K]
13.95
MC/VISA/MONEY ORDERS/CHECKS/COD
1000 ITEM CATALOG
Dealer Inquiries Invited
Space Shuttle Software
PC Box 252 - Cape Canaveral. FL 32920
GAME EXCHANGE
Apple - Atari
IBM-PC - VIC - TRS-80
Disks/Cartridges
Adventure games are great until
solved. Arcade games can get stale.
Exchange an unwanted game for
one you would like to ploy.
Write For Information
Or
Send your original manufacturer's
game disk, documentatior>, a list of
five gomes to choose your ex-
ctiange from & $5.00 to:
National Home Computer
Game Exchange
P.O. Box 20929
Columbus. OH 43220
270 COMPUTf! July ^983
SMALL
BUSINESS
PROGRAMS lor ATARP
GENERAL LEDGER SYSTEM
A complete systam m one prpgraTi Desagned by accounlanis to
handle any combinahon of ?00 Balance Sheei, Income and Expense
acfBunts Menu driven lor easy entry Mainlatns and pnrts to Ihe
screen or pnnief Cash Drstiursenierts Cash flecetpis. Journa tn
Ifies Trifli Balance, fntome Sfafement and Balance Stieei Pu! your
cnmputCf tf) ■»vork tor ^■ou'
48K, DISKETTE ONLY, PRINTER OPTIONAL
0NLYS69.95
MAIL ORDER INVENTORY
With this new system you get resuils Designed lor quick inquiry
and update Voii mainiair\ current mvenlory, reenter pom IS pari
costs selling prtce and sales inlormalion, You also produce picking
lists tfn& to buy reports sales cjnd in^-ffilory repC'fts
48K, DISKEHE ONLY, PRINTER OPTIONAL
ONLY $69.95
BULK BATE MAILER
Use I his program lo rr'smtain your nuiilmi.) IrSjSfSndprcson by zipcode
^dd/delete/ifU]ury Oy partia' tie<ds o1 i.ijT n,ime. cily or zipccdc
24K,
DISKETTE ONLY, PRINTER
0NLYS29.95
YOU SAVE MONEY! GET ALL THREE ONLY S150 00
TRADEWINDS SOFTWARE
1205 H Genessee L A CA 9D046 (213} 656-Z139
MasierCard - Visa - Ctiecks - C 0 0 s
EPROM
PROGRAMMER
271 6 • 2732 • 2732A DEVICES
COMPLETE SYSTEM
READY TO READ, VERIFY or
PROGRAM YOUR EPROMS
ONLY $79.95
PLUGS DIRECTLY INTO VIC-20
NO ADDITIONAL PARTS OR
ACCESSORIES NEEDED
SOFTWARE TAPE INCLUDED
ADAPTER KIT AVAILABLE FOR OTHER 6502
BASED COMPUTER SYSTEMS
PLEASE INQUIRE • ADD S3.50 FOR SHIPPING
MD RESIDENCE ADD 5% TAX
MWS ELECTRONICS
P,0, BOX 418
P0C0M0KE,MD, 21851
VISA, MC
ACCEPTED
301-632-0620
VlC-20 IS A REGISTERED TRADEMARK OF COMMODORE
EUCHRE FANSIII
YOU'RE GONNA L^VE OUR
FIRST OFFERING
"EUCHRE FOR FOUR"
(For You Alone)
******
EXCELLENT 4-HAND EUCHRE FOR
YOU AND YOUR COMPUTER
******
AVAILABLE ON DISKETTE
OR CASSETTE FOR
COMMODORE 64* OR EXPANDED
VIC-20' (NEED 24K EXP.)
(PLEASE SPECIFY WHICH)
VISA $29.95 MC
(NY State Residents add 7% Sales Tax)
HUTCHCRAFT ASSOCIATES
1 1 32 Dryden Road Ithaca. NY 1 4850
607 347-4782
DEALER INQUIRIES WELCOME
■TRADEMARKS OF COMMODORE BUSJNESS MACHINES
Newl Unique! Joy Stick Holder
TRAV APPROK 10
JOV STICK NOT INCLUDED
Only $9.95 each
•For use on - Atari 400/800. Vic-30 Computer, Radio Shack,
Texas Instruments. Sears Video Arcade & Atari VCS
'Greater Accuracy 'Reduces Fatigue 'Just Snap m Place
'Real Arcade Action "Higher Scoring *Resls on lap
• ^ HI ■ DEALER JNOUIRtES INVITED! ^VM ■
Send check or money order fof $9 96 + 52 00 (Postage
and Handling) - Total Si 1.95 each
TO TREND-TEK CORP.
P O Box 1393, N. Miami Beach. FL 33160-1393
PLEASE PftlNT
Enclosed is my check for S . .
Please send nr*e . _^ Joy Stick Holders,
Name
City
T RAY CpLOPt MAY VARY
.Zip.
SORRY NO CO D s .
STOP LOOKING!
THIS IS
liJarE Its fltl
FOR THE
COMMODORE 64
BATTKkJKS INCLUDED: PapurCllp <n.
Sophiaitcated, comprehensive Vl\ 105.00
^iOUTJIERJJ SOLUTTOISS: Businessman
QualiLy, understandable general ledger. ... 105.00
ACCESS; Spritemaster
Coctplete, stick-driven animation utility., 28.75
Neutral Zone
Exotic 3-1) space action drama,...- 27.95
LUNA: Hyper-Hen
Split-second dodging of hawke, coyotes.... 15.95
Firefighter 64
CraphU* strategy game — against the clock!. 15.95
Pedestrian 6A
Cars, etc., will keep you hopping quickly. 15.95
KLKCTll\ PRODUCTS; TrJRa Conunand Joystick. 15,00
N'UFLKOP; 3-n 6^ Man; Exterminator 64;
Ue fender on Tri - rave reviews for tKesc. i.5,95
S^LUarE Its flt!^
Order Line - HC/VISA add JZ (A09) 763-0291
Call: Leave naae ^address .order, card # and exp.date
P.O. Box 27
Free Galveston, TX 77550 Check, MO
CTtiilog PRICES SUBJECT TO QIANCE $1.50 S&H
* * VIC 20 * *
HARDWARi: BEATCOTAPE BACK* UP SYSTEM®
' Does This Sound Famihai^ Ycxjr dog jus! chewed up your "Super
Siar Raiders tape Or your tuddinq computer gemus just erased your
new S20 Wtii; Koog ' tape So ycu gel your back-up cop:^ and make
another working tape — nghP Ofi — you couidn 1 back-up those
programs Your |ust out \be mone/ Well now you cari - with the
8EATCO and the cost is only S2395 A second recorder is
required lor makirtg back-up (apes Hardware is compatabte with
enisling Comrnodore cassette pofis S23 95
SOFTWARE:
MEMORY CUBES-A fiigh resolution gralhc game which otters
bolt) educaiionai and recreahonal enioymertl tpr both yourtg and old
alike Has random reset of cotor and game boardl so every game is
different Can be played by one or two players with exciting sound
affects to tantalize yoi;r senses A game of concentration that
ctiailenges the mind in an enieriaming lashioa This is a truly
professior^al product that is guaranteed saiislachon for atl Requires
at least 3 k memory ex pars ion and can Pe run m any memory
conliguralion abO^e 3k using our MEMBOOF p<oviPed with game
msl^Ctons VIC S14 95
TRI'PAK - This pri^ school lo 2nd grade package otters three
educational games to give erxJless hours ol enjoyrtwnt for children
Big Math. Shape Mate, and Fallow Me are geared towards youngsters
tn leaching srmple addition & ootinima identifying shapes & things,
leaches ABC's wilh keyboard matching and sound exercises
VIC $19.95
Add $1 .50 for shippjn9. Colorado residents add
6'/i% sales tax.
(Check MO- Visa ■ MC (e^tp date requiretfi
HOME COMPUTER SERVICES
lf50 Syracuse St #2-20 ■ Denver Colorado 80220
1 13D31 393-B109
ATTENTION
TEXAS INSTRUMENTS
TI-99/4A
OWNERS
We have huntjreds of 3rd party indepen-
dent softv^/are programs on cassette and
disk ready to run on your TI-99/4A.
Games, business, and educational
programming at discount prices as Jow
as $8.95 ea. Plus all Tl hardware and
software at incredibly low, tow prices,
including the new TI-99/2 and CC-40
computers- We also have dust covers,
heavy duty joysticks with Tl adapters,
and many more accessories. Call or
write now for a FREE listing. We ship
your order U.P.S. the same or next
business day to insure fast service. Visa
and MasterCard accepted (NO service
charges) or C.O.D. is okay.
THE MUSIC WORKSHOP
59 E. Tioga St.
Tunkhannock. PA 18657
CALL 1-717-836-4522
NEW FOR YOm m 20
NOW YOU CRH HAVE
35Jr OF MM +/EEf 488
ON ONE CARTRIOGE!
3K RAM CARTRIDGE ONLY $39''
All beards are fully socketed lor luture expansion.
Add memory in 8K increments simply by mserting up to
{4\ HM 6254 RAMS, (Call tor pnce) Add IEEE 4B8 Chip Set
tor S59^ Available in any conhguration from bare board
10 fully populated Dealer inquiries invited
WnVC Com put* rm ln<3. ^^^
P.O. Box 3883, Federal Way, Washtnglon 9BflD3
AJd S2 (X) PostageMastiintjion Residents AdtJ Sales Tax
rio CODs Please Phone No.(20G)S39-WAVE
DISK
DRIVE
USERS:
YOU'RE IN COMMAND
WITH DOS-MOD
enhancemenls to Atari DOS 2.0S
FEATURES FROM SOPHISTfCATEO
PROFESSIONAL OPERATING SYSTEMS
• create powerful command files
• qufck one-lrne commands
• friendly full-screen use
• flexible memory examine/change
• improved wild-card capability
• nasty bugs exterminated
• completely compatible with DOS 2.0S
and many more improvements
$25 ppd, RISK-FREE TRIAU
includes easy-to-follow tulorial demo
SUNNY SOFTWARE
tUr>HX MARIGOLD C0UR1
SUNNYVALE, CA 94086
July 1983 COMPUTBf 271
Advertisers Index
Reader Service Number/ Advertiser Page
Aardvark ....,.,,,..,, 133
Abacus Software 145
102 AB Compulers ....- 208,209
Access Software Inc. ......65
Accolode 262
Advanced Arcadeware .„.,. ....262
Adventure International .37
Adventure International , 71
Adventures 151
American Data Cable, fnc ,,..., 268
103 Americon Peripherals 141
ANAL.O.G. Software 41
Anttiro-Digital .175
Apple Countiy Ltd 261
104 Apropos Technofogy 117
105 Arbutus Total Soft, Inc , , 270
Arctiives 259
Aries Marketi ng Co 268
Atari Connputer Camps 256
Atari Ser^/ice Centers , , 7
106Atto-Soft 187
BAZ Electronics 269
107 Basic Bytejnc. 270
Basic Electronic Business Systems, Inc. ....... 264
Batteries Included 29
B. DaJton Bookseller ....,„.. 231
B. Dolton Bookseller 183
10B Big Ffve Software ........87
Billy Soft ...220
B.L&W. 263
Boston Educational Computing, Inc 149
109 Br(6derbund Software 31
llOCordcalno 11
Cass-A-Tapes 260
111 Century Micro Products ....... 266
112 Century Micro .229
City Software .....,..,62
113Comm*Data 39
114 Commodore Business Machines BC
115 Compu Sense 207
116CompuSense .........229
117 Compu Sense 234
11$ Compu Sense .....179
119 Compu Sense 227
120 CompuServe ...............24,25
121ComputAbility 201
122 Computer Cose Company , 52
Computer Creations Inc 258
123 The Computer Express 269
Computer Mail Order 114.115
Computer Marketing Services, Inc 161
Computer Marketing Services, Inc. ........... 163
124 ComputerMot ,. 213
Computer Outlet 99
Computer Outlet 100,101
125 Computer Palace 223
126 Computer Shoppe 158
Computer Soffwo re Associates 105
127ComStor 265
128 Continental Software ........69
Cosmic Computers Un ltd. 238
Creative Software 81
Crosstech Graphics - ...229
129CR.P - .269
Data Equipment Supply Corp. 206
ISODatolock .84
Dotosoft Inc 35
131 Digital Interface Systems Co. 21 3
Diskmakers 255
DM t Software Inc 265
132 Don't Ask Computer Software 125
Dynacomp 23
133 Dynamic Technologies 194
East Coast Software ....„.,. 191
Eastern House ...-- 257
Eduprc 147
Elcomp Publishing: inc 113
Electronic Arts 13,14
E'M Technologies 270
134 Eric Martin's 267
Expotek , ....260
Fantasy ComputerworG 270
Fox Games 32,33
Foxfire Systems, Inc ..251
272 COMPimi July 1983
Reader Service Number/ Advertiser Page
135 French Silk 122
136 French Silk 215
Frontrunner Computer Industries 187
Gator Marketing Enterprizea Inc. ............... 75
137 Genesis Computer Corp, 27
Get Computerized Inc 268
Gladslone Electronics 263
Hanna Enterprises 227
138 Happy Computing 190
Home Computer Services 271
139 Harmony Video & Computers 211
Human Engineered Software 47
Hutchcraft Associortes ..271
140 Hytec Systems 153
IJG 189
141 Indus-Tool Corp. .....173
Infdcom, Inc .-.-.-. 66,67
Intelligent Statements 21
Interesting Software 225
142 Isis Hathor Digital Productions 107
J. C. Precision 255
143 Jni Micro-Systems, Inc 159
144 Just Another Software Co. 270
145Kalglo 75
146 The Kinetic Screen 123
Koata Technologies Corporation 43
Leoding Edge Products, Inc IFC
leading Edge Products. Jnc IBC
Lightning Software 27
limbic Systems Inc 135
147 Load 20 238
148 Luna Software 77
LycoComputer 130,131
149 Macro Dynamics — 227
Mocrotronics. Inc. 238
150 Maxell 15
Memotech Corporation 53
151 Micro-80 fnc 234
Micro Merchant ...,,.... 259
Microbits Peripheral Products 89
152 Micro Systems Development, Inc ............. 155
Microtechnic Solutions Inc, 251
153 Micro-Wore Distributing Inc 61
154 Micro World Electroni)clnc. 232
Midnight-OiUnc ..,.90
155 Midwest Micro Inc. 185
M idwest Peripheral Industries .................. 185
156 Miles Computing . ....164
MindGomesCo. 269
157 Missing Link Products ..156
158 MMG Micro Software ...167
159 Monarch Data Systems 20
Mosaic Electronics, Inc. 4
The Music Workshop 271
MWS Electronics ...271
National Home Computer Game
Exchange 270
160 Nibbles St Bits, Inc 106
NCJfekop - ....83
Olympic Soles Company 184
Omega International . , 19
OMNI Unlimited 207
Onslow Comtek 229
161 Optim ized Systems Software. Inc. 109
PACE ....73
Pacific Exchanges 190
Pacific Exchanges 251
Poks Unlimited 268
162 Porsec Research 234
Performance Micro Products 269
Peripheral Products 269
163 Persona I Peripheral Products 268
164 Pixell Software 207
Powerbyte 234
PR.Softwore 266
165 Precision Software Limited 157
166 Precision Software Limited 181
167 Professional Micro Service 269
Professional Software Inc 1
Professional Software Inc 9
Program Design, Inc. 189
Thte Program Store 111
168 Programmer's Institute 137
169 Programmer's Institute 143
Reader Service Number/ Advertiser Page
170 Progressive Peripherals St Software 266
171 Protecto Enterprizes 121
172 Protecto Enterprizes 127
173 Protecto Enterprizes 139
174 Protecto Enterpri2es 119
175 Public Domain Inc. 40
176 Quality Computers 258
Questor International 237
Ropidwrifer 207
Raymiak 251
177 RCE .......91
Richvale Telecommunications 63
178 Sector 1 .........187
Sierra On-Line, Inc. ...79
179 Sim Computer Products 263
Sirius Software 65
ISO SJB Distributors Inc 219
181 Skyles Electric Works 57
1S2 Soft'Aware 215
183 Sottroders International .269
Softroalnc. , 234
SoftwareCity 121
Software Consultants .118
184 The Software Co-op .,. 177
The SoUwo re Exchange 251
Software Plus 268
Software To Go ....225
Softworeverbund Mtcrocomputef 164
Softworeverbund Microcomputef 173
Softworeverbund Microcomputer 258
Southern Solutions 59
185 Southwest Micro Systems, Inc 106
Space Shuttle Software 270
Spectra Video 49
Spinnaker 2,3
186 Star Micronics . , 51
187Suncom Incorporated 75
Sunny Software 271
SuperCord 193
Susie Software , .268
Telegames Software 183
Thorn EMI ...94,95
188T,I.S,!nc 270
Topologic Inc. .,,..........,..,. ,122
Toronto Pet Users Group 183
189 Toil Software Inc. 163
Tradewinds Software 271
Trend-Tek Corp 271
Tronlx ...44,46
Unicomm Inc 173
Universal Software 175
190 Users Group Worehouse 262
US Technologies 247
191 Vicfory Software Corp. 227
Village Office Machines 270
Voice World 215
192 Ware irs At! 271
Wave Computers Inc ., ... 271
193 World Electronics .,...., 268
194 York 10 Computerware 97
Zoxis .......................52
Zephyr Micros 267
Ziza Presents Ire , 269
COMPUTErs First Book of VIC
.... 210
COMPUTErs Second Book of Atorl
... 169
Home Energy Applications
...264
Machine Language for tieginners
... 195
Programmer's Reference Guide to ttie
T1-99/4A
...245
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APPLE* He 64K
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on your home.
It's the Commodore 64. We're not
talking about a low-priced computer that
can barely retain a phone number
We're talking about a memon/ of 64K.
Which means 't can perform tasks most
:J»^'y<'
$1395* $999* $1355
TRS-80®IIM6K
other home computers can't. Including
some of those that cost a lot more.
(Take another look at the three comput-
ers above,)
By itself, the Commodore 64 is ali
the computer you'll ever need. Yet. if
you do want to expand its capabilities
some day. you can do so by adding a
full complement of Commodore pe-
ripherals. Such as disk drives. Modems.
And printers.
You can also play terrific games on
the Commodore 64. Many of which
Will be far mora
challenging than
those you could
" ever play on a
game machine alone.
And as great as al!
IRM® PC Rdk ^^'^ sounds, what's
iDivi ru o*nv ^ygp greater-sounding
is the price. It's hundreds of dollars less
than that of our nearest competitor
So while other companies are trying
to take advantage of the computer
revolution, it seems to us they're really
taking advantage of something else:
Their customers.
ApDfe 'S a regjstered trademark of Apple Compuier. Inc
TRS-8G IS a registered trademark of Tgndv Cofp (BM "sa registered trademark: of tmemationai Business Machines Corp
■Manafacturers* suggested lisi prices as of March 20. 1983.
Monitor included with TRS-80 U\ only ComnxxJore Business
Mach'nes. PQ Box 5O0R. Conshohocken PA 19428,
Canada-3370 Pharn-acy Avenue. Agif^court. Om . Can. M1W2K4.
re commodore
^ COMPUTER
vM5u can't buy a better qemputei^at twice the pace.